https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Elite+Soba&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T20:43:40ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka&diff=437694P4U2R/Chie Satonaka2024-01-05T05:37:41Z<p>Elite Soba: Holding forward/back for grounded SB rampage actually does change the distance</p>
<hr />
<div>{{P4U2R/CharacterLinks}}<br />
==Overview==<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=WATCHA! '''Chie Satonaka''' is a '''Martial-Artist rushdown''' character that uses her speed and pressure tools to overwhelm her opponent's defenses. With high mobility, good pressure, and terrifyingly high damage potential, Chie has everything an aggressive player needs to rush their opponents into oblivion.<br />
<br />
When the opponents are stuffed into the corner, Chie excels. Her suite of fast normals like {{clr|1|5A}} (which is 5f) and {{clr|2|5B}} help keep her opponents sitting still in pressure, while Chie's {{clr|4|D}} normals keep them blocking on wakeup. Chie's pressure is lengthy and has a good number of frame-traps and safe ending points, while her mixup potential is quite strong with {{clr|4|5DD}} > IAD {{clr|2|j.BB}}/{{clr|1|2A}}. Once she cracks her opponents open, Chie has access to decent damage potential, good meter building and great corner carry, allowing her to drag her opponents to the corner and set up for mixups or pressure.<br />
<br />
If Chie has meter though, her power level jumps. Chie has access to a number of '''incredible metered options''' for increasing her damage potential. Every single one of her supers either hits like a truck or enables her to hit like a truck- {{MiniMoveCard|input=236236C|label=God's Hand}} and {{MiniMoveCard|input=214214C|label=Agneyastra}} have exceptionally high base damage, while {{MiniMoveCard|input=236236A|label=Power Charge}} lets Chie burn 50 meter for a damage buff. While in Power Charge, '''many of Chie's moves become Fatal Starters''' (depending on the version used), allowing her damage potential to skyrocket even further. Her Shadow version, in particular, highly benefits from this playstyle. Chie loves meter, and meter loves Chie. <br />
<br />
Chie isn't without her flaws, though. Her short normals tend to make her struggle in neutral against longer pokes. She will often have to play carefully around her opponents, waiting for the right time to jump in and strike. As well, Chie really relies heavily on meter for outputting meaningful damage. Her meterless routes tend to leave a lot to be desired in terms of damage, but their aforementioned qualities tend to make up for it. All-in-all, Chie is perfect for players who want to feel the rush of high-speed decision making and strong pressure. <br />
}}<br />
{{P4U2R/infobox<br />
|fastestAttack = {{clr|1|5A}} (5F)<br />
|reversalType = Counter<br />
|fatalStarter = {{clr|3|214C}}/{{clr|4|D}} <br> All Skills & SP Skills during {{clr|1|236236A}} <br> All moves during {{clr|2|236236B}}<br />
|fatalRecovery = {{clr|2|B}}+{{clr|4|D}} (whiffed catch), {{clr|3|236236C}}/{{clr|4|D}}<br />
}}<br />
{{ProsAndCons<br />
|intro = is a fast-moving rushdown character with a notable focus on huge damage conversions with meter.<br />
|pros = <br />
*'''High Speed:''' Chie has fast movement and fast normals, lending her a surprisingly decent neutral game and excellent pressure.<br />
*'''Flexible Pressure:''' Chie has a number of great pressure options. She can set up okizeme with {{clr|4|5DD}} and go for an IAD mixup, or engage in tricky and safe pressure with her {{clr|1|A}} normals.<br />
*'''ToD Potential:''' Her damage with meter is easily some of the highest in the game, especially in the corner and with her Shadow version.<br />
*'''Excellent Supers:''' Chie has very useful Supers for resetting pressure or extending combos and is good at spending meter in general. In particular, {{MiniMoveCard|input=236236A|label=Power Charge}} lets Chie burn her meter and skyrocket her damage potential off of nearly any exchange.<br />
*'''Functional without Persona:''' Chie's basic pressure and neutral, while certainly weakened, are fairly functional even when Persona Broken or silenced, and her long combos can stall for full Persona Break recovery.<br />
|cons = <br />
*'''Universal DP:''' Her universal DP is a below-average counter. Her ability to convert resources into damage, however, can make DP conversions hurt when they do work.<br />
*'''Resourceless Damage:''' Chie's meterless mid screen damage is pretty lacking and her damage without meter in general is below average. <br />
*'''Short Normals:''' The speed of her normals is offset by her overall stubby reach.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|<br />
|header=[[File:P4U2R_Power_Charge_Icon.png|link=P4U2R/Chie_Satonaka#Power Charge]] Power Charge<br />
|content=Many characters have unique mechanics to play around, like {{Character Label|P4U2R|Tohru Adachi}}'s Magatsu Mandala or {{Character Label|P4U2R|Teddie}} and {{Character Label|P4U2R|Marie}}'s item toss. Chie's mechanic is that she can smash your face in really, ''really'' hard.<br />
<br />
'''Power Charge''' is a stackable super that allows Chie to dramatically increase her damage potential at the cost of meter. Each time Chie uses Power Charge, she gains a certain amount of stacks. These stacks increase the power of:<br />
*her {{clr|1|A}} and {{clr|2|B}} normals,<br />
*all supers and special moves,<br />
*All out Attack and Sweep,<br />
*autocombo attacks<br />
<br />
Each stack raises the base damage of these moves dramatically and makes ''every single one of those moves a Fatal Starter''. The more charges Chie has access to, the more damage she will be able to output. Stacks are removed upon successful hits. More information on this super can be found further down the page. <br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|O38QElcbaS4|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
{{P4U2R Move Card<br />
|input=5A,5AA Normal,5AAA Normal|versioned=yes<br />
|description=<br />
;{{clr|1|5A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
*Notably short reach.<br />
*Amazing pressure tool.<br />
*Gatlings into itself 3 times (but may not reach if delayed).<br />
*Hold [4] to prevent gatlings into {{clr|1|5AA}}.<br />
This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's {{clr|1|5A}} stagger pressure.<br />
-----<br />
;{{clr|1|5AA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 3<br />
|active3 = 6<br />
|recovery = 11<br />
}}<br />
*Hits twice.<br />
*Vacuums on hit and block.<br />
Another great pressure reset point, as it's very safe, has plenty of gatling options, and pulls opponents back towards Chie. Great for hitconfirming {{clr|1|5A}} and stabilizing air confirms<br />
----<br />
;{{clr|1|5AAA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 12<br />
|active3 = 3<br />
|inactive4 = 10<br />
|active5 = 3<br />
|recovery = 19<br />
}}<br />
*Wallbounces on hit.<br />
Combos into {{clr|2|236B}}, which allows Chie to greatly extend midscreen autocombos for excellent corner carry unlike her Shadow version. Also links into microdash {{clr|1|5A}}, although that's of less utility in this version due to the aforementioned {{clr|1|5AAA}} > {{clr|2|236B}} combo.<br />
}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
{{P4U2R Move Card<br />
|input=5A,5AA Shadow,5AAA Shadow|versioned=yes<br />
|description=<br />
;{{clr|1|5A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
*Notably short reach.<br />
*Amazing pressure tool.<br />
*Gatlings into itself 3 times (but may not reach if delayed).<br />
*Hold [4] to prevent gatlings into {{clr|1|5AA}}.<br />
This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's {{clr|1|5A}} stagger pressure.<br />
----<br />
;{{clr|1|5AA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 4<br />
|active3 = 2<br />
|inactive4 = 4<br />
|active5 = 2<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 4<br />
|active9 = 2<br />
|inactive10 = 4<br />
|active11 = 2<br />
|recovery = 19<br />
}}<br />
*Unsafe on block.<br />
*Autocombo will drop if full attack animation of {{clr|1|5AA}} goes through; it must be canceled early into {{clr|1|5AAA}}<br />
*Jump cancelable on block<br />
A very awkward comboing tool due to awkward knockback and hitstun on intermediate hits. Doesn't see much use except in autocomboing, and doesn't even do a particularly good job there.<br />
----<br />
;{{clr|1|5AAA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
*Notably short reach.<br />
*Vacuums on hit and block.<br />
*Jump cancelable on block<br />
Doesn't see much use outside autocomboing for meter. Does not automatically go into {{clr|1|236A}} unlike previous versions.<br />
</div><br />
}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
{{P4U2R Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
*Gatlings into itself 3 times.<br />
*Gatlings into itself on whiff.<br />
Crouching, low-hitting kick. It's arguably Chie's best poke, as it low profiles several other pokes and jumpins and has better range than {{clr|2|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.<br />
}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
{{P4U2R Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
*Dash Cancel is -5 on block<br />
*Backdash Cancel is -4 on block<br />
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 {{clr|1|2A}}.<br />
}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 30<br />
}}<br />
*Dash Cancel is -5 on block<br />
*Backdash Cancel is -4 on block<br />
High vertical anti-air kick. Air unblockable. On hit forces stand against crouching opponents. Moves Chie forward substantially and maintains dash momentum.<br />
}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
*Gatlings into itself.<br />
*Has a hitbox behind Chie, but isn't useful for crossups.<br />
Quick aerial palm strike. Situational air to air. Hits overhead, but small hitbox and low hitsun makes it not as favored as {{clr|2|j.B}}. The 3f less startup can come in handy occasionally though<!-- Instant airturn airbackdash {{clr|1|j.A}} being 3f faster than {{clr|2|j.B}} gives it some utility, although the hitstun on standing opponents makes it really difficult to combo after --><br />
}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
*Very short total duration.<br />
Quick jump kick that hits overhead.<br />
}}<br />
<br />
===<big>{{clr|2|j.2B}} and {{clr|2|j.BB}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.BB,j.2B|versioned=yes<br />
|description=<br />
;{{clr|2|j.BB}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
{{clr|2|j.BB}} is mostly used in low to the ground air dash {{clr|2|j.BB}} mixups from a {{clr|4|5DD}}/{{clr|4|2DD}} setup in the corner. Also combo filler in air-to-airs to adjust vertical spacing<br />
----<br />
;{{clr|2|j.2B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{clr|2|j.2B}} is a command normal version of {{clr|2|j.BB}}. Mostly used in aerial combos before going into an air Rampage, or safejumps for more blockstun than {{clr|2|j.B}}. Also hits overhead.<br />
}}<br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
{{P4U2R Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 31<br />
}}<br />
*Dash Cancel is -3 on block.<br />
*Can be displaced.<br />
Decent mid-range poke for Chie. Useful in corner pressure since it can be dash/jump canceled. Can be used to trade favorably with certain long-range pokes, but it shouldn't be relied on too heavily. <br />
}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
{{P4U2R Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|inactive2= 7<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
*Dash Cancel is -3 on block.<br />
*Applies Freeze on the first hit.<br />
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. As a poke, it's safe on block, and can be awkward to punish on whiff for some characters, but probably shouldn't be overused.<br />
}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
{{P4U2R Move Card<br />
|input=5D,5DD|versioned=yes<br />
|description=<br />
;{{clr|4|5D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|inactive2 = 3<br />
|active3 = 2<br />
|inactive4 = 6<br />
|active5 = 2<br />
|inactive6 = 11<br />
|active7 = 3<br />
}}<br />
*Not used often by itself.<br />
Very slow spear attack. Last hit causes launch, but is not incredibly useful, as the startup makes it very difficult to combo into. Almost exclusively canceled into {{clr|4|5DD}} oki for certain corner okizeme setups<br />
----<br />
;{{clr|4|5DD}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|inactive2 = 3<br />
|active3 = 2<br />
|inactive4 = 6<br />
|active5 = 2<br />
|inactive6 = 7<br />
|active7 = 30<br />
|inactive8 = 9<br />
|active9 = 3<br />
}}<br />
*More advantageous oki tool than {{clr|4|2DD}}, but the slower startup allows it to be challenged in certain setups<br />
Standing version is slower but makes Tomoe move forward. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.<br />
<br />
Note that the 2nd {{clr|4|D}} can be delayed slightly to get a few more (3 max?) frames of advantage but it's a bit tricky so it's not critical to go for.<br />
}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
{{P4U2R Move Card<br />
|input=2D,2DD|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 7<br />
|inactive2 = 11<br />
|active3 = 3<br />
|recovery = 10<br />
}}<br />
;{{clr|4|2D}}<br />
*Not used often by itself.<br />
Fairly slow spear attack. Last hit causes wallbounce launch, which plays a role in a few situational corner confirms. Generally canceled into {{clr|4|2DD}} for combos or oki for certain okizeme setups<br />
----<br />
;{{clr|4|2DD}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 7<br />
|inactive2 = 11<br />
|active3 = 30<br />
|inactive4 = 9<br />
|active5 = 3<br />
}}<br />
*More reliable, but less advantageous oki tool than {{clr|4|5DD}}<br />
*Good confirm off CH {{clr|2|5B}}.<br />
Starts-up immediately but Tomoe will stay in place. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.<br />
<br />
Note that the 2nd {{clr|4|D}} can be delayed slightly to get a few more (2 max?) frames of advantage but it's a bit tricky so it's not critical to go for.<br />
}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
*''Does not have the Head property,'' making it beat anti-airs consistently.<br />
*Does not hit overhead.<br />
*Can be displaced.<br />
*0 on block if not canceled into landing or anything else.<br />
Tomoe slashes in midair. A move with a surprising amount of utility. Respectable in air-to-air situations, leading to good damage on counter hit. Also has a slight reverse hitbox and low vertical hitbox, which can lead to ambiguous crossups against grounded opponents with IADs or airturns. Halts Chie's downward momentum which can sometimes cause AA's to whiff. Instant {{clr|3|j.C}} also sees utility against grounded throw tech or low hitbox moves. The Persona displacement can let you be obnoxious in the corner. Honestly, not enough can be said about this move as it's arguably one of Chie's top 3 best normals.<br />
}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 24<br />
|inactive2 = 13<br />
|active3 = 3<br />
}}<br />
*Holding 4, 8, or 2 with {{clr|4|j.D}} changes where Tomoe appears.<br />
**5 sends Tomoe mainly forward (6 is identical to 5)<br />
**8 sends Tomoe high and a bit forward (9 is identical to 8)<br />
**4 sends Tomoe only slightly forward and slightly downward (7 and 1 are identical to 4)<br />
**2 sends Tomoe more forward and more downward (3 is identical to 2)<br />
*Combo extender and situational combo ender.<br />
Tomoe leaps up and spins her spear, followed by a downward thrust which causes knockdown. Primarily used in combos, but {{clr|4|j.2D}} and {{clr|4|j.5D}} can be useful for covering your approach or retreat. At certain heights, Chie can combo into {{clr|4|j.8D}}, land, and pick up with {{clr|1|5A}}/{{clr|2|5B}} into an extended combo.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===<br />
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=5AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 1<br />
|recovery = 32<br />
}}<br />
*Airborne frames 9-25<br />
Chie does a front flip before slamming her heel down on her opponent. Mainly used as a corner combo ender after the opponent is frozen. The airborne frames let this move be a cheeky throw bait, although it loses to some throw tech OSes. Really funny way to punish Elizabeth/Margaret Furious Action<br />
}}<br />
<br />
===<big>Sweep</big>===<br />
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=2AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Good combo ender for setting up safe jumps. With resources becomes a valuable launcher in Chie's midscreen combo game, typically via {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}}.<br />
}}<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
*Combos with Shadow Frenzy or OMC or supers when she hits the ground.<br />
*Inputting as {{clr|3|4C}}+{{clr|4|D}} stays same side.<br />
**{{clr|3|4C}}+{{clr|4|D}} swaps sides if cancelled with one of the above.<br />
Chie's throw is important to her stagger pressure as it gives another incentive for her opponent to mash. As of 2.0 only combos with resource usage, but can be canceled into A Power Charge for simple followups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
*Chie falls with the opponent, so followup pressure/combos are consistent.<br />
An air throw that ends with Chie slamming them directly down into the ground, giving good positioning to start pressure. You can OMC and convert it into a combo if you have meter. <br />
}}<br />
<br />
===<big>Counter</big>===<br />
{{InputBadge|{{clr|2|B}}+{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=BD Catch,BD Attack,j.BD|versioned=yes<br />
|description=<br />
;{{clr|2|B}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 10<br />
|active3 = 2<br />
|inactive4 = 6<br />
|active5 = 2<br />
|inactive6 = 6<br />
|active7 = 2<br />
|inactive8 = 6<br />
|active9 = 2<br />
|recovery = 18<br />
|specialRecovery = 15<br />
}}<br />
*Counter Furious Action.<br />
**Counters throws.<br />
**Super cancelable on successful counter until landing (Can super cancel the first hit grounded and the subsequent aerial hits into Agneyastra)<br />
**First hit is a low.<br />
*Fatal Recovery during catch (normal counterhit recovery if followup kicks get blocked)<br />
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 Furious Actions. Can be spammed to force awakening, giving Chie 50 SP and access to Agneyastra. Keep in mind that Chie is in Fatal Recovery state during recovery.<br />
----<br />
;{{clr|2|j.B}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 2<br />
|inactive4 = 6<br />
|active5 = 2<br />
|inactive6 = 6<br />
|active7 = 2<br />
|specialRecovery = 15<br />
}}<br />
*Skips straight to the kicks.<br />
*Does not knock down.<br />
Air version does the kicks immediately, and has full invincibility on startup.<br />
}}<br />
<br />
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}<br />
{{P4U2R Move Card<br />
|input=6AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
Chie's Guard Cancel Attack. It utilizes Chie's {{clr|2|5B}} animation, and knocks the opponent away on hit. It has limited practicality due to its awful range.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==<br />
===<big>Rampage</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236A,j.236A,236B,j.236B,236AB,j.236AB|versioned=yes<br />
|description=<br />
A short flurry of jump kicks; Mostly used in combos. Causes fatal counter while power charged<br />
----<br />
;{{clr|1|A}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 3<br />
|inactive4 = 6<br />
|active5 = 3<br />
|recovery = 3<br />
|specialRecovery = 17<br />
}}<br />
Main corner combo extender, {{clr|1|236A}}~{{clr|1|236A}} gives a launch that links into {{clr|2|5B}} from any ground normal starter except {{clr|1|2A}}. Repeatedly pops airborne opponents up and out of its hits, so avoid using on launched opponents.<br />
----<br />
;{{clr|2|B}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 3<br />
|inactive4 = 6<br />
|active5 = 3<br />
|inactive6 = 6<br />
|active7 = 3<br />
|inactive8 = 6<br />
|active9 = 3<br />
|recovery = 1<br />
|specialRecovery = 13<br />
}}<br />
Useful as a crouch confirm early in combos or as a combo ender later in combos. Combos more reliably on airborne opponents than {{clr|1|236A}}.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2 = 4<br />
|active3 = 2<br />
|inactive4 = 4<br />
|active5 = 2<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 4<br />
|active9 = 2<br />
|inactive10 = 4<br />
|active11 = 2<br />
|specialRecovery = 11<br />
}}<br />
SB has the startup of {{clr|1|A}} Rampage with the damage of B Rampage, plus extra kicks. Can link {{clr|1|5A}} after. Very plus on block, nice tool to reset pressure. Holding a direction will adjust Chie's trajectory slightly. Air version maintains Chie's air momentum which means low to the ground it'll immediately end and be cancelable into Skull Cracker for an "instant" overhead<br />
}}<br />
<br />
===<big>Skull Cracker</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} after Rampage}}<br />
{{P4U2R Move Card<br />
|input=Rampage > 236A,Rampage > 236B,Rampage > 236AB|versioned=yes<br />
|description=<br />
*First hit is an overhead, second hit is low.<br />
*Cancels into {{clr|1|214A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}, {{clr|3|214C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}, and {{clr|3|236C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}.<br />
A key launcher in Chie's combo toolkit. In a blockstring, Skull Cracker can be used as a high option from Rampage, but the low option (Rampage OMC {{clr|1|2A}}) requires 50 meter to be truly ambiguous.<br />
----<br />
;{{clr|1|A}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 26<br />
}}<br />
The {{clr|1|A}} version mainly sees use as a followup to {{clr|1|A}} Rampage on standing opponents as a launcher, which really opens up a lot of corner combo routing.<!-- Editing note: There are some very situational combos where {{clr|2|j.236B}}~{{clr|2|236B}} won't combo but {{clr|2|j.236B}}~{{clr|1|236A}} will, but it's hard to identify those and react accordingly so it doesn't feel worth mentioning here --><br />
----<br />
;{{clr|2|B}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 21<br />
}}<br />
{{clr|2|B}} version better for combos due to higher float, better recovery, and longer hitstun leading to better extensions. Doesn't combo after {{clr|1|A}} version of Rampage on standing opponents (except on CH {{clr|1|A}} Rampage starter or Fatal Counter), allowing for a reset.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 21<br />
}}<br />
SB is mostly not used unless you have meter to burn to add damage to a combo. It's the only one that's frametight after {{clr|1|A}} Rampage, but that aspect rarely comes into play.<br />
}}<br />
<br />
===<big>Dragon Kick</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236C,j.236C,236D,j.236D,236CD,j.236CD|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 12<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 30<br />
|active = 18<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 30<br />
|active = 12<br />
|recovery = 9<br />
|specialRecovery = 9<br />
}}<br />
*Extreme damage.<br />
*{{clr|3|C}} version wallbounces everywhere. {{clr|4|D}} version launches far horizontally and only wallbounces in the corner<br />
*SB version launches straight up and Chie recovers in the air, allowing for another Dragon Kick.<br />
Tomoe launches Chie in the air for a flying kick. High damage, usually used as a combo ender. Occasionally useful as a surprise, a method to punish unsafe moves in the air, or a desperate-and-not-ideal corner escape option (mainly {{clr|3|j.236C}}+{{clr|4|D}}). Can follow up with another Dragon Kick in the air after using SB version. In the corner can be canceled into OMB to squeeze out a bit more damage in a combo (SB version can be reliably OMBed anywhere)<br />
}}<br />
<br />
===<big>Herculean Strike</big>===<br />
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214A,214B,214AB|versioned=yes<br />
|description=<br />
*Cancels into {{clr|3|214C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}, and {{clr|3|236C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}.<br />
*{{clr|2|B}} and SB versions are throw invuln starting from frame 1 through a good chunk of the startup (although not through to active frames)<br />
{{clr|1|A}} forward lunging palm strike. {{clr|2|B}} and SB versions travel backwards first.<br />
----<br />
;{{clr|1|A}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Typically used as a combo ender midscreen for Chie's smaller and simpler combos. Leads to easy safejumps with {{clr|2|9j.B}} (whiff) > {{clr|2|j.2B}}.<br />
----<br />
;{{clr|2|B}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 9<br />
|recovery = 21<br />
}}<br />
Combo extender after Skull Cracker in the corner. Launches high enough for {{clr|3|5C}} to link after in the corner and combos can be extended from there.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 11<br />
|recovery = 15<br />
}}<br />
Plus on block, making it a valid means to 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, as well as properly leading to combos on airborne opponents. For example, {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}+{{clr|2|B}} is a common string to reset pressure on block and combo on hit. Note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}+{{clr|2|B}} only works with sweep starter, with dash momentum in a short string, or on Kanji. It's also projectile invul starting on frame 7 and going through active frames, which makes it an anti-zoning tool that must be considered by the opponent<br />
}}<br />
<br />
===<big>Black Spot</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214C,214D,214[D],214CD|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 24<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
*Attack is based on Tomoe's position and will not autocorrect direction (Tomoe will Black Spot away from the opponent if on the other side)<br />
*{{clr|3|C}} and {{clr|4|D}} versions are slightly faster if canceled into from other specials<br />
*{{clr|3|C}} version Dash Cancel is -6 on block<br />
*{{clr|4|D}} and SB version Dash Cancel is +0 on block<br />
*Charged {{clr|4|D}} version Dash Cancel is +7 on block<br />
*{{clr|4|D}} version gains charged property after additional 9 frames of charging (35 [31] frames) and can be charged to a max of 55 [51] frames<br />
<br />
Chie and her Persona do a double palm attack. Fatal starter. SB version has super armor on frames 9-32, shielding Chie from attacks. In combos, can be canceled into A Power Charge into {{clr|3|5C}} for common metered combo extensions. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and is very good at covering lots of space (vertical space in particular) in neutral. Chie's best combo starter in certain situations or with lots of meter to spend.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Power Charge</big>===<br />
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236236A,236236B,236236AB|versioned=yes<br />
|description=<br />
*Each level of Power Charge has a certain number of charges, as well as a damage boost.<br />
*Charges are consumed by special moves, supers, {{clr|1|5AA}}, {{clr|1|5AAA}}, AoA, Sweep, and all {{clr|2|B}} normals (multihit moves only consume 1 charge).<br />
Chie charges up, boosting the damage of the aforementioned moves and adding 25% chip damage to all affected moves. Each usage sets the charge count to the max of that level (so going to Level 3 with more than 5 charges will lose you charges). Using God's Hand or Agneyastra consumes all remaining charges.<br />
----<br />
;{{clr|1|A}} Version<br />
Adds 1 level of Power Charge. 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. 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.<br />
;Power Charge Level 1<br />
*1.2x damage boost<br />
*9 Charges max<br />
*Specials and supers gain Fatal Starter property<br />
----<br />
;{{clr|2|B}} Version<br />
Adds 2 levels of Power Charge. Similar to the {{clr|1|A}} version, but the additional level adds even more damage, and is critical for most damage routes to have enough meter to use a Level 3 charged super. Has longer recovery time so it is usually used during combos; the invuln time isn't worth relying on.<br />
;Power Charge Level 2<br />
*1.4x damage boost<br />
*9 Charges max<br />
*All affected moves gain Fatal Starter property<br />
----<br />
;SB Version<br />
Adds 3 levels of Power Charge, which makes the multiplier jump up drastically. Due to the long recovery time, it's rarely used outside of specific combos/setups.<br />
;Power Charge Level 3<br />
*2.0x damage boost<br />
*5 Charges max<br />
}}<br />
<br />
===<big>God's Hand</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=236236C,236236D,236236CD|versioned=yes<br />
|description=<br />
Tomoe summons a giant golden fist from the heavens that slams down onto the opponent. This is one of Chie's best combo enders when going for damage. Hits overhead for some reason.<br />
----<br />
;{{clr|3|C}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 6<br />
|recovery = 42<br />
}}<br />
Faster than the {{clr|4|D}} version and puts the fist in front of Chie; Can also be used as a strong reversal. <br />
----<br />
;{{clr|4|D}} Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 6<br />
|recovery = 42<br />
}}<br />
Puts the fist mid screen and adds more damage.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 6<br />
|inactive2 = 27<br />
|active3 = 6<br />
|recovery = 42<br />
}}<br />
SB God's Hand causes 2 fists to come down, one after the other to add a bit more damage. With 125 meter or Shadow Frenzy active, can be OMCed for a high/low unblockable ({{clr|3|236236C}}+{{clr|4|D}}(1) > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}}) <br />
}}<br />
<br />
==[[P4U2R/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Agneyastra</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=214214C,214214D,214214CD|versioned=yes<br />
|description=<br />
*Agneyastra instantly ends if Chie/Tomoe gets hit.<br />
*{{clr|3|C}} Version puts meteors close to Chie.<br />
*{{clr|4|D}} Version makes the meteors come down at a full screen distance away. <br />
*SB Version has the meteor raining down towards Chie.<br />
*Distance and orientation is actually based on Tomoe's position, but this rarely comes into play<br />
Tomoe causes a large swarm of Meteors to rain from the sky. If you're using it as a projectile to cover your approach, usually you'll have to use Agneyastra twice due to its relatively short duration. Agneyastra is commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand. {{clr|4|236D}} > {{clr|3|j.214214C}} deals very high damage, especially when combined with Power Charge.<br />
<br />
Particularly useful for Shadow Chie, as most of her combos will build the 50 meter required to use this. If she hasn't used {{clr|3|2C}} in the combo, she can combo into it from Agneyastra use the Freeze to restand the opponent into {{clr|4|5DD}}. This functionally loops into itself because Shadows build so much meter.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==<br />
===<big>Galactic Punt</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}<br />
{{P4U2R Move Card<br />
|input=222CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 64<br />
|active = 15<br />
|recovery = 73<br />
}}<br />
Tomoe summons a large stream of energy to knock her opponent airborne. On the way down, Chie then raises her power level over 9000 to deliver a powerful kick that launches the opponent into outer space! She then quotes Bruce Lee and the battle is over. As with all IK's it's not overly useful outside of niche scenarios such as punishing Akihiko's Maziodyne or Aigis' Missiles.<br />
}}<br />
<br />
==Colors==<br />
{{P4U2RColors<br />
|Size=180<br />
|Character=Chie Satonaka<br />
|reference9=[https://megamitensei.fandom.com/wiki/Yukari_Takeba ''Yukari Takeba (P3)'']<br />
|P_reference9=[https://megamitensei.fandom.com/wiki/Yukari_Takeba ''Yukari Takeba (P3)'']<br />
|reference10={{Character Label|BBCF|Makoto Nanaya|size=42px}}<br />
|P_reference10={{Character Label|BBCF|Makoto Nanaya|size=42px}}<br />
|reference11={{Character Label|GGACR|Jam Kuradoberi|size=42px}}<br />
|P_reference11={{Character Label|GGACR|Jam Kuradoberi|size=42px}}<br />
|reference15=[https://megamitensei.fandom.com/wiki/Fuuka_Yamagishi ''Fuuka Yamagishi (P3)'']<br />
|P_reference15=[https://megamitensei.fandom.com/wiki/Fuuka_Yamagishi ''Fuuka Yamagishi (P3)'']<br />
|reference22=[https://megamitensei.fandom.com/wiki/Tomoe ''Tomoe (P4)'']<br />
|P_reference22={{Character Label|P4U2R|Chie Satonaka|size=42px}}<br />
|reference23=''Velvet Room Attendant''<br />
|P_reference23=''Velvet Room Attendant''<br />
|reference25=''Christmas''<br />
|P_reference25=''Christmas''<br />
|reference27=''Dengeki''<br />
|P_reference27=''Dengeki''<br />
|reference28={{Character Label|P4U2R|Marie|size=42px}}<br />
|P_reference28={{Character Label|P4U2R|Marie|size=42px}}<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|size=36px}}</center><br />
{{#lst:P4U2R/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}<br />
[[Category:Unga]]</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=434525P4U2R/Chie Satonaka/Combos2023-12-30T06:22:04Z<p>Elite Soba: /* All Out Attack */</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4U2R<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} > Airdash > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|7|Medium}} || Anywhere || 2607 (2384) || 34% (43%) || Better AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|4|j.236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 77 || 25 || 7612 || {{clr|7|Medium}} || SB Black Spot is faster than the D version which makes the post-Power Charge section connect easier<br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=434487P4U2R/Chie Satonaka/Combos2023-12-30T04:40:13Z<p>Elite Soba: /* All Out Attack */</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4U2R<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} > Airdash > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|7|Medium}} || Anywhere || 2607 (2384) || 34% (43%) || Optimal AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|4|j.236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 77 || 25 || 7612 || {{clr|7|Medium}} || SB Black Spot is faster than the D version which makes the post-Power Charge section connect easier<br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Gauges&diff=405206P4U2R/Gauges2023-08-11T18:48:31Z<p>Elite Soba: fix typo. it's effectively 40% meter usage for skills</p>
<hr />
<div>==Normal and Shadow Type Characters==<br />
When picking a character at the character select screen, players can choose between Normal Type and Shadow Type versions of most characters. This is similar to the Groove System in Capcom vs. SNK 2.<br />
*Elizabeth, both versions of Sho, Adachi, Marie, Margaret, and Shadow Labrys do not have Shadow Types. <br />
*Labrys ''does'' have a Shadow Mode, so there is Shadow Type Labrys (with Ariadne), as well as Shadow Labrys (with Asterius), which can be a bit confusing! <br />
<br />
Each version plays slightly differently and has access to unique mechanics:<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! !! Normal Type !! Shadow Type<br />
|-<br />
![[P4U2.5/Damage#Awakening|Awakening]]<br />
|| '''Yes''' || No<br />
|-<br />
!Life<br />
|| Normal || '''Normal+1000''' (Akihiko and Kanji only +500)<br />
|-<br />
!Offensive A+C+D Input<br />
|| [[#Max Burst|Max Burst]], [[#One More! Burst|One More! Burst]] || [[#Shadow Frenzy|Shadow Frenzy]]<br />
|-<br />
!Auto Combo<br />
|| New || Old<br />
|-<br />
![[P4U2.5/Damage#Base Damage Reduced for Shadows|Attack Damage]]<br />
|| '''100%''' || 90%<br />
|-<br />
!Awakening SP Skills<br />
|| only when Awakened || '''any time'''<br />
|-<br />
!Instant Kill<br />
|| '''Yes''' || No<br />
|}<br />
<br />
*New characters such as Yukari and Junpei have the same auto-combo between Normal and Shadow Types.<br />
<br />
The implications of these changes can drastically change how players approach these characters. For example, Normal characters instantly become more threatening once they reach Awakening: they gain access Awakening Supers as well as 50 SP to use them, as well as Awakening's defensive bonus. Shadow characters must decide between conserving SP to unleash Shadow Frenzy at an opportune time or using their SP for Awakening Supers, Guard Cancel Attacks, etc.<br />
<br />
Consider each version carefully when selecting a character -- you can't switch types until the match is over!<br />
<br />
==SP Gauge==<br />
[[File:P4Arena_SPGauge.png|thumb|250px|The SP Gauge normally versus when in Awakening. Only applies to Normal Type characters!]]<br />
The SP Gauge starts each round at 0 and has a max of 100. SP grows over the course of the match through attacking, defending, and other actions. If a character enters [[P4U2.5/Damage#Awakening|Awakening]], then the max becomes 150, and the character automatically gains 50 SP.<br /><br />
<br /><br />
The SP gauge resets to 0 and Awakening is removed at the beginning of each round, so it is a good idea to use all available SP each round.<br />
<br clear='all'/><br />
===Gaining SP===<br />
Gaining SP is pretty simple: do just about anything! Attacking, blocking, and even getting hit all give you SP. You can also completely fill your SP gauge by hitting the opponent with a [[#Max Burst|Max Burst]].<br />
<br />
Shadow Type characters gain SP significantly faster compared to their normal counterparts, which allows them to either expend their meter more or conserve it for [[#Shadow Frenzy|Shadow Frenzy]].<br />
<br />
The amount of SP gained per hit in a combo scales with the combo. The exact details about this scaling are currently unknown, though attempts at determining the formula have been made. <br />
====Reduced SP Gain====<br />
After performing attacks that consume SP (such as Skill Boosts, One More! Cancels, Guard Cancel Attacks, and Instant Kills), the amount of SP you gain from standard actions will drop significantly for a limited amount of time (speculated to be 90% reduction for 180 frames), similar to systems found in BlazBlue and Guilty Gear.<br />
<br />
Combos that are started during this time will suffer reduced SP gain throughout the '''''entire''''' combo, even if it lasts beyond the cooldown window.<br />
<br />
The following actions trigger reduced meter gain: SB skill attacks, SP Skill Attacks, SB SP Skill Attacks, One More! Cancels, One More! Bursts, Instant Kills, Guard Cancel Assaults, and Guard Cancel Evasive Actions -- more simply, any act that uses resources will cause meter cooldown. <br />
<br />
Shadow Labrys's Titanomachia super is an exception to this rule, as the super's duration allows her to gain SP normally and then use that meter to inflict even more damage.<br />
====First Attack====<br />
Getting the first hit in a round gives a bonus 10 SP to the attacker in addition to the normal SP gain of the attack. If both players trade for the first attack, then both players get the bonus! If a throw is teched, the player who initiates the throw will receive the meter bonus -- initiating a throw counts as a hit, even if the throw is broken by the opponent. Consequently, it's common to see Shadow-Type characters go for a throw at the start of a round, as even if the throw is teched, they'll receive the meter bonus.<br />
<br />
===Skill Boost===<br />
[[File:P4Arena_SkillBoost.png|thumb|250px|Narukami's SB Zio. Notice he flashes blue.]]<br />
Skill boost attacks are similar to EX attacks in games like Street Fighter 4. These attacks cost 25 SP and enhance a character's special attacks by giving them new properties, such as increased damage, reduced recovery, new attack angles, or something entirely unique.<br /><br />
<br /><br />
When performing a Skill Boost, the character will briefly flash blue and a blue silhouette will trail him/her until the move ends, hits the opponent (if the special is a grab), or is interrupted.<br />
<br clear='all'/><br />
<br />
===SP Skill Attack===<br />
[[File:P4Arena super.png||thumb|250px|Narukami performing one of his supers. The characters are frozen in place briefly.]]<br />
SP Skill Attacks (commonly known as super attacks) cost 50 SP and are giant, flashy attacks. They usually do lots of damage or have other interesting properties such as invincibility.<br />
<br />
Normal Type characters have at least one super that is disabled until he/she enters [[P4U2.5/Damage#Awakening|Awakening]], but Shadow Type characters do not suffer this restriction.<br />
<br />
When performing a super, the characters will briefly freeze in place (commonly known as "Super Flash" or "Super Freeze"), the background will change, and the character's portrait will appear in the background briefly.<br />
<br />
You can also perform [[P4U2.5/Movement#Cancels|super cancels]] in order to create bigger, more damaging combos.<br />
<br />
Supers are great for use as combo enders thanks to a property called [[P4U2.5/Damage#Minimum Damage|Minimum Damage.]]<br />
<br clear='all'/><br />
====SB SP Skill Attack====<br />
Similarly to Skill Boost specials, supers have powered up versions called SB SP Skills that cost 75 SP.<br />
<br />
These enhanced versions typically gain enhanced properties such as increased damage, the ability to inflict an ailmemt, or reduced recovery and/or start-up allowing for new combo routes!<br />
<br />
The character will flash blue during startup, as with SB Skills.<br />
<br clear='all'/><br />
<br />
===Guard Cancel Attack===<br />
[[File:P4Arena_GuardCancelAttack.png|thumb|250px]]<br />
Press 6+A+B while blocking to perform an attack with guard point against all attacks and throws that blows the opponent away on hit. Guard Cancel attacks cost 50 SP and can help a player who is in a defensive position reverse the momentum of a match. All Guard Cancel Attacks can be One More! Cancelled and One More! Bursted to avoid their lengthy recovery time. <br />
<br />
Combos that start with a Guard Cancel Attack cannot kill the opponent regardless of how much damage they deal. The opponent will always survive with at least 1 HP. This applies even to instant kill supers such as Naoto's Hamaon!<br />
<br clear='all'/><br />
===Guard Cancel Evasive Action===<br />
[[File:P4Arena_GuardCancelRoll.png|thumb|250px]]<br />
Similar to Guard Cancel Attack, press 6+A+C while blocking to immediately cancel your attack into an Evasive Action, commonly called a Guard Cancel Roll. Just like a Guard Cancel Assault, a Guard Cancel Roll also costs 50 SP and serves the same purpose -- to escape the opponent's offense. <br />
<br />
Each character travels a predetermined distance during a Guard Cancel Roll, but Guard Cancel Rolls generally travel further than the character's normal Evasive Action. For characters with weak Guard Cancel Assaults (easily beaten, poor hitbox, especially slow, etc.), Guard Cancel Rolls offer a new option to reverse momentum. <br />
<br />
Guard Cancel Rolls cannot be One More! Cancelled or One More! Bursted, same as standard Evasive Actions; however, Guard Cancel Rolls are often the only way to escape certain unblockable set-ups that can't be beaten by Guard Cancel Assaults!<br />
<br clear='all'/><br />
<br />
===One More! Cancel===<br />
[[File:P4Arena_OneMoreCancel.png|thumb|250px|It even works with projectiles!]]<br />
One More! Cancels are analogous to Roman Cancels in Guilty Gear or Rapid Cancels in BlazBlue and cost 50 SP. Press A + B + C after your attack either hits or is blocked by the opponent to cancel the recovery of the attack and immediately return to a neutral state.<br /><br />
One More! Cancels can be used to extend combos, cancel the recovery of long attacks to make them safe from counter attack, or to reset block strings in order to continue attacking the opponent. Note that if you whiff an attack (the attack does not touch the opponent at all), then you cannot perform a One More! Cancel.<br /><br />
<br /><br />
There are a few attacks that cannot be One More! Canceled at all, such as Bursts, [[P4U2.5/Kanji Tatsumi|Kanji's]] super command throw, and [[P4U2.5/Defense#Furious Action|Furious Actions]]. Additionally, many supers can be One More! Cancelled on block but cannot be One More! Cancelled on hit. <br />
<br clear='all'/><br />
===Instant Kill===<br />
[[File:P4Arena Yu MyriadTruths.png|thumb|250px||This fight is over... as long as the opponent doesn't block.]]<br />
Instant Kill attacks are aptly named: they instantly defeat your opponent! Press 222+C+D to perform your Instant Kill (Shadow Labrys instead uses 222+A+B). Each character's Instant Kill is unique and has very different properties, but most have significant amounts of startup invincibility.<br /><br />
The character portrait will flash white when an Instant Kill is available. There are a few specific conditions that must be met in order to be able to perform an Instant Kill:<br />
*Must be match point for you (if you win the round, you win the entire match).<br />
*Must be able to use your Persona (no [[P4U2.5/Ailments#Mute|Mute]] or [[#Persona Break|Persona Break]]).<br />
*Must have 100 SP available.<br />
<br />
Visually, you will notice that the background is different compared to supers and most cause the HUD to disappear when they connect.<br />
<br />
Instant Kills are not comboable (you cannot combo into an Instant Kill), are almost always blockable attacks (if unblockable, then they are easy to avoid by jumping, hopping, or another form of movement), and significantly disadvantageous if blocked or whiffed. While cinematic spectacles, Instant Kills are seldom practical save for their lengthy invincibility and for punishing very, very slow supers. <br />
<br clear=all/><br />
<br />
==Persona Gauge==<br />
[[File:P4Arena PersonaGauge.png|thumb|250px]]<br />
The card shaped symbols below each character's life gauge represents each persona's life. A card is lost each time the character '''OR''' his persona is hit (including by zero damage attacks such as Bursts and escaped grabs) when the persona is visible.<br />
<br />
Characters do not have the same number of cards: for example, Elizabeth has 6, Akihiko has 2, and Sho has none! Most characters have 4, as in the previous game.<br />
<br clear='all'/><br />
===Persona Break===<br />
[[File:P4Arena_PersonaBreak.png|center]]<br /><br />
If all cards are lost, then the character enters Persona Break. While in Persona Break, attacks that require a Persona, such as C and D attacks, some Specials and Supers, and Bursts are all disabled.<br /><br />
<br /><br />
During Persona Break, the Persona Gauge will slowly refill over time. The more cards a character has, the more time Persona Break will last! The basic formula is:<br />
seconds Persona Broken = # of Persona cards + 5<br />
<br />
Some characters rely on their Persona to do the vast majority of their attacks, such as [[P4U2.5/Yukiko Amagi|Yukiko]], while characters like [[P4U2.5/Akihiko Sanada|Akihiko]] do not rely on their Persona nearly as much. [[P4U2.5/Sho|Sho]] can't enter Persona Break, as he does not use a Persona at all!<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! # Cards !! Time P. Broken !! Characters<br />
|-<br />
| 0 || 0F || Sho<br />
|-<br />
| 2 || 420F || Akihiko, Ken<br />
|-<br />
| 3 || 480F || Chie, Kanji, Labrys, Yosuke<br />
|-<br />
| 4 || 540F || Aigis, Adachi, Junpei, Minazuki, Mitsuru, Naoto, Rise, Yu, Yukari, Margaret*<br />
|-<br />
| 5 || 600F || Marie, Teddie, Yukiko<br />
|-<br />
| 6 || 660F || Elizabeth, Shadow Labrys<br />
|-<br />
| 8 || 780F || Margaret<br />
|}<br />
<br clear='all'/><br />
<br />
==Burst==<br />
[[File:P4Arena BurstGauge.png|thumb|A recovering Burst Gauge and a full Burst Gauge.]]<br />
Bursts are a special type of invincible attack available only to Normal characters that are performed by pressing A+C+D while the Burst Gauge is full. When Bursts are unavailable, a black "B" will be shown instead. This "B" will slowly fill up over time and as you get hit. Once it's full, you can Burst again. The status of the Burst Gauge carries over between rounds, meaning if you Burst at the end of a round, the Burst Gauge will be empty at the start of the next round, and you must wait until it refills to perform another Burst. Consequently, Bursts are a precious resource and the risks of using one must be considered carefully, or else you may not have it when you need it next round!<br />
<br />
An empty Burst Gauge takes 90 seconds to refill if you don't do anything. It is very unlikely that you will have to wait that long, as the following help refill it:<br />
*Hitting the opponent with your Auto Combo. The last normal (typically 5AAA) refills approximately 1/8th of your Burst Gauge.<br />
*Getting hit will raise the Burst Gauge slightly. It seems to be proportional to the damage taken/ number of hits received (unconfirmed).<br />
<br /><br />
{{#lsth:P4U2.5/Frame Data|Burst}}<br />
<br /><br />
Bursts in Persona 4 Arena have different properties depending on which type of Burst is performed.<br />
<br clear="all"/><br />
===Max Burst===<br />
[[File:P4Arena_goldBurst.png|thumb|250px|Full SP if it hits! Refills Persona Cards too!]]<br />
Pressing A+C+D while in a neutral state (meaning not attacking, blocking, or being hit) will perform a Max Burst (also known as a Gold Burst). If the opponent is hit by a Max Burst, then the opponent will be blown back and your SP and Persona Gauge will fill to max. The Burst Gauge will also automatically start from 25% full instead of completely empty.<br />
<br />
You can not combo into or from a Max Burst:<br />
*Attempting to hit an opponent in hitstun with a Max Burst will whiff. You cannot combo into Max Burst.<br />
*You are invincible to all attacks after getting hit by a Max Burst until you recover. Thus, it might be advantageous to simply lay on the ground until you naturally recover; however, this gives your opponent more time to set up an offensive, so you must weigh the risks/benefits of this tactic.<br />
<br />
<br clear='all'/><br />
<br />
===Defensive Burst===<br />
[[File:P4Arena_blueBurst.png|thumb|250px|C-C-C-Combo Breaker!]]<br />
Press A+C+D while blocking or getting hit to perform a Defensive Burst (commonly referred to as Blue/Green Burst) that blows the opponent away on hit and deals no damage. Defensive Bursts are used to interrupt your opponent's combo or pressure and allows you to prevent damage or reset the momentum of a match. Performing a Defensive Burst completely empties the Burst Gauge.<br />
<br clear='all'/><br />
====Defensive Bursts can be Disabled====<br />
[[File:P4Arena BurstDisabled.png|thumb|250px|Burst Gauge available versus disabled]]<br />
There are times when Defensive Bursts are disabled, even if your Burst Gauge is full:<br />
*When being thrown.<br />
*When being hit by a [[#SP Skill Attack|Super Attack]] or [[#Instant Kill|Instant Kill]].<br />
*When your Persona is disabled due to [[#Persona Break|Persona Break]] or [[P4U2.5/Ailments#Mute|Mute]].<br />
*When being hit by certain attacks, such as Aigis's Megido Fire or Kanji's Bet Ya Can't Take This!<br />
The Burst Gauge will be crossed out in these situations.<br />
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<br />
===One More! Burst===<br />
[[File:P4Arena_redBurst.png|thumb|250px|Make deadly combos or cancel your attack to make it safe.]]<br />
Press A+C+D while performing an attack to immediately cancel your attack into a One More! Burst. One More! Bursts completely empty the Burst Gauge. Not all attacks can be canceled into a One More! Burst; for example, all Furious Actions and certain supers can not be One More! Bursted, and some attacks can be One More! Bursted on block but not on hit. <br /><br />
<br /><br />
One More! Bursts have the following properties:<br />
*Launch the opponent into the air on hit, allowing for an easy combo extension. <br />
*Partially reverse damage scaling (removes 200 points from the proration tally), meaning further hits in the combo will do more damage than they otherwise would. <br />
*Creating otherwise impossible combo routes and combos that cannot be Bursted out of by an opponent, allowing for devastating damage.<br />
<br style="clear:both;"/><br />
<br />
==Shadow Frenzy==<br />
[[File:P4AU_ShadowFrenzy.png|250px|thumb|GO TO HELL! Narukami enters Shadow Frenzy.]]<br />
Shadow Frenzy (also sometimes called Shadow Fury, Shadow Berserk, or Shadow Rampage) is a mechanic exclusive to Shadow Type characters that allows for fancy combos. Press A+C+D with a full Burst Gauge to activate Shadow Frenzy. The SP Gauge turns into a purple timer and Shadow Frenzy ends when the time reaches 0. The more SP you have when you start Shadow Frenzy, the longer Shadow Frenzy lasts. During Shadow Frenzy, you can:<br />
*Cancel any special or SB attack into any other special or SB attack.<br />
**Each special/SB attack can only be used once per string. <br />
*All normals are jump-cancelable on hit and block<br />
*Perform attacks that cost SP at the cost of reducing the amount of time:<br />
**At neutral, the timer decreases by 1 point every 12 frames.<br />
**Performing SB Skills immediately reduces time by 10 points.<br />
**Performing SP Skills immediately reduces time by 20 points.<br />
**Performing SB SP Skills immediately reduces time by 30 points.<br />
**Performing One More Cancels, Guard Cancels, and Guard Cancel Evasive Actions immediately reduces time by 25 points.<br />
*Activating Shadow Frenzy with 100 SP also refills your Persona Cards, even if [[P4U2.5/Gauges#Persona_Break|Persona Broken]]<br />
<br />
You can cancel into Shadow Frenzy off of most attacks, similar to using One More! Cancels or Bursts, and can easily confirm most hits into damaging combos.<br />
<br />
When Shadow Frenzy is cancelled into, the start-up and recovery are very fast. In contrast, if performed in a neutral state, the start-up and recovery are slower (14+8), but 1/4 of the Burst gauge is replenished upon Shadow Frenzy resolution. Both versions are fully invincible until the animation ends. Visually, Shadow Frenzy's activation is similar to a One More! Burst, with the Shadow character posing as if Bursting and shouting a unique line.<br />
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<br />
==Navigation==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=356114P4U2R/Chie Satonaka/Strategy2022-12-26T06:40:46Z<p>Elite Soba: Working on typos</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpei's, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} from an air tech or superjump allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react too slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|4|214D}} - {{clr|4|214D}} is +5 and +0 on dash cancel, which makes it a viable reset point<br />
** In addition to the aforementioned far spaced {{clr|3|5C}}, it can also be canceled into from most specials, like {{clr|1|214A}}<br />
** Dash cancel {{clr|1|5A}} is fairly hard to challenge for many characters<br />
** It's a chest attribute projectile so it can lose to sweeps depending on spacing and various projectile counter options<br />
** Also leaves a sizeable gap for mashes, and can be roll punished<br />
** Threatening {{clr|3|214C}}+{{clr|4|D}} instead makes it scary to challenge with mashes<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* While her antiairing tools aren't non-existent, they're generally things that Chie players aren't super comfortable using. Feel free to take to the air unless your opponent displays significant competency in challenging you there.<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
** Chie's main throw opportunities are after {{clr|1|5A}} or {{clr|1|2A}}, Normal Chie {{clr|1|5AA}}, after a hop/jump-in, after a dash cancel, or more rarely after {{clr|1|236A}} or {{clr|2|236B}}. {{clr|2|5B}} sometimes happens for the gutsier players.<br />
** Throwing after {{clr|4|5DD}} or {{clr|4|2DD}} is rare because they have so much blockstun that the throw attempt looks obvious and also because Chie can just fit in a jump-in instead.<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
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<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=356096P4U2R/Chie Satonaka/Strategy2022-12-26T06:10:47Z<p>Elite Soba: Mentioning some throw points in Chie's pressure</p>
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<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
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<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react too slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|4|214D}} - {{clr|4|214D}} is +5 and +0 on dash cancel, which makes it a viable reset point<br />
** In addition to the aforementioned far spaced {{clr|3|5C}}, it can also be canceled into from most specials, like {{clr|1|214A}}<br />
** Dash cancel {{clr|1|5A}} is fairly hard to challenge for many characters<br />
** It's a chest attribute projectile so it can lose to sweeps depending on spacing and various projectile counter options<br />
** Also leaves a sizeable gap for mashes, and can be roll punished<br />
** Threatening {{clr|3|214C}}+{{clr|4|D}} instead makes it scary to challenge with mashes<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* While her antiairing tools aren't non-existent, they're generally things that Chie players aren't super comfortable using. Feel free to take to the air unless your opponent displays significant competency in challenging you there.<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
** Chie's main throw opportunities are after {{clr|1|5A}} or {{clr|1|2A}}, Normal Chie {{clr|1|5AA}}, after a hop/jump-in, after a dash cancel, or more rarely after {{clr|1|236A}} or {{clr|2|236B}}. {{clr|2|5B}} sometimes happens for the gutsier players.<br />
** Throwing after {{clr|4|5DD}} or {{clr|4|2DD}} is rare because they have so much blockstun that the throw attempt looks obvious and also because Chie can just fit in a jump-in instead.<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Frame_Data&diff=354147P4U2R/Chie Satonaka/Frame Data2022-12-18T04:39:38Z<p>Elite Soba: j.A > airthrow works lmao</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{FrameDataGlossary-P4U2.5}}<br />
<br style="clear:both;"/><br />
<br />
==[[P4U2.5/Frame Data|System Data]]==<br />
{{#cargo_query:tables=p4u2rCharacters<br />
|fields=name,health,prejump,backdash,comborate,personacards,umo=Unique Movement Options<br />
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Persona Moves==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="persona"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Universal Mechanics==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Skill Attacks==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==SP Skill Attacks==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Instant Kill==<br />
{{#cargo_query:tables=MoveData_P4U2R<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instant kill"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
== P Combo System==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground P Combo Table<br />
|-<br />
! !! A!! B !! C !! D !! AoA, Sweep !! Cancels<br />
|-<br />
! {{color|cornflowerblue|{{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5A}}<sup>[3]</sup>}}<br />
| {{color|green|5A<sup>[+]</sup>}}, 5AA, 2A || 5B, 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5AA Normal}}<br />
| 5AAA Normal || 5B, 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5AAA Normal}}<br />
| - || - || - || - || AoA, Sweep || Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5AA Shadow}}<br />
| 5AAA Shadow || 5B, 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5AAA Shadow}}<br />
| - || - || - || - || AoA, Sweep || Jump, Special, Super<br />
|-<br />
! {{color|cornflowerblue|{{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=2A}}<sup>[3]</sup>}}<br />
| 5A, {{color|green|2A<sup>[+]</sup>}} || 5B, 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Special, Super<br />
|-<br />
! {{color|purple|{{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5B}}<sup>[2*]</sup>}}<br />
| - || 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super, Dash, Backdash<br />
|-<br />
! {{color|cornflowerblue|{{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=2B}}<sup>[1]</sup>}}<br />
| - || 5B || 5C, 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super, Dash, Backdash<br />
|-<br />
! {{color|cornflowerblue|{{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5C}}<sup>[1]</sup>}}<br />
| - || 5B, 2B || 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super, Dash<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=2C}}<br />
| - || - || - || 5D, 2D || AoA, Sweep || Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5D}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=2D}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=5AB|label=All-Out Attack}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=2AB|label=Sweep}}<br />
| - || - || - || - || - || Jump, Special, Super<br />
|-<br />
|}<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air P Combo Table<br />
|-<br />
! !! A !! B !! C !! D !! Cancel<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.A}}<br />
| {{color|green|j.A<sup>[+]</sup>}} || j.B, j.B, j.2B || j.C || j.D, j.2D || Jump, Special, Super, Airthrow<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.B}}<br />
| j.A || j.BB || j.C || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.BB}}<br />
| j.A || - || j.C || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.2B}}<br />
| j.A || j.B || j.C || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.C}}<br />
| - || - || - || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Chie Satonaka|input=j.D}}<br />
| - || - || - || - || -<br />
|-<br />
|}<br />
:'''X''' = X is available on hit or block<br />
:{{color|red|2='''X<sup>[-]</sup>''' = X is available only on hit}}<br />
:{{color|green|2='''X<sup>[+]</sup>''' = X is available on hit, block, or whiff}}<br />
:{{color|cornflowerblue|2='''X<sup>[#]</sup>''' = X can be used only # times per string}}<br />
:{{color|purple|2='''X<sup>[2*]</sup>''' = X can be done twice per string, but can not go from X > Y > X}}<br />
::{{color|purple|2=For example, 5B > 5B > 5B does not work, but 5B > 2B > 5C > 5B does work.}}<br />
: '''Special''' = Skill Attacks, Hops, and Furious Actions<br />
: '''Super''' = SP Skill Attacks<br />
*'''5A''' and '''2A''' are tied together - they can be used a combined total of 3 times per string<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=351924P4U2R/Chie Satonaka/Strategy2022-12-11T07:12:16Z<p>Elite Soba: Making a comment about how AAing is annoying as Chie</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react too slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|4|214D}} - {{clr|4|214D}} is +5 and +0 on dash cancel, which makes it a viable reset point<br />
** In addition to the aforementioned far spaced {{clr|3|5C}}, it can also be canceled into from most specials, like {{clr|1|214A}}<br />
** Dash cancel {{clr|1|5A}} is fairly hard to challenge for many characters<br />
** It's a chest attribute projectile so it can lose to sweeps depending on spacing and various projectile counter options<br />
** Also leaves a sizeable gap for mashes, and can be roll punished<br />
** Threatening {{clr|3|214C}}+{{clr|4|D}} instead makes it scary to challenge with mashes<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* While her antiairing tools aren't non-existent, they're generally things that Chie players aren't super comfortable using. Feel free to take to the air unless your opponent displays significant competency in challenging you there.<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=351922P4U2R/Chie Satonaka/Strategy2022-12-11T06:56:53Z<p>Elite Soba: typo</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react too slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|4|214D}} - {{clr|4|214D}} is +5 and +0 on dash cancel, which makes it a viable reset point<br />
** In addition to the aforementioned far spaced {{clr|3|5C}}, it can also be canceled into from most specials, like {{clr|1|214A}}<br />
** Dash cancel {{clr|1|5A}} is fairly hard to challenge for many characters<br />
** It's a chest attribute projectile so it can lose to sweeps depending on spacing and various projectile counter options<br />
** Also leaves a sizeable gap for mashes, and can be roll punished<br />
** Threatening {{clr|3|214C}}+{{clr|4|D}} instead makes it scary to challenge with mashes<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=User:Elite_Soba/P4U2.5_Reversals&diff=334649User:Elite Soba/P4U2.5 Reversals2022-10-04T22:59:04Z<p>Elite Soba: /* DPs */</p>
<hr />
<div>=DPs=<br />
I'll double check these later<br />
{| class="wikitable sortable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Character !! Startup !! Notes<br />
|-<br />
| [[P4U2R/Tohru_Adachi#Get_Lost!|Adachi]] || 23 || Overhead <br />
|-<br />
|[[P4U2R/Aigis#Escape Change| Aigis]] || 10 || <br />
|-<br />
| [[P4U2R/Aigis#Escape Change|Aigis (air)]] || 8 || <br />
|-<br />
| [[P4U2R/Akihiko_Sanada#Double_Uppercut|Akihiko]] || 10 || <br />
|-<br />
| [[P4U2R/Chie_Satonaka#Counter|Chie]] || 7 || Guard point; low; counter <br />
|-<br />
| [[P4U2R/Chie_Satonaka#Counter|Chie (air)]] || 6 || <br />
|-<br />
| [[P4U2R/Elizabeth#Shuffle_Time|Elizabeth]] || 24 || Throw <br />
|-<br />
| [[P4U2R/Junpei_Iori#Super_Flamingo_Swing|Junpei]] || 13 || Can be delayed up to 79<br />
|-<br />
| [[P4U2R/Kanji_Tatsumi#What_A_Pain!|Kanji]] || 13 || Instant counter as well <br />
|-<br />
| [[P4U2R/Ken_Amada#Vile_Assault|Ken]] || 12 || <br />
|-<br />
| [[P4U2R/Labrys#5th_Gen_Axe_Slash|Labrys]] || 26 || Guard point; Can be delayed up to 100<br />
|-<br />
| [[P4U2R/Margaret#Ultra_Suplex|Margaret]] || 14 || Throw <br />
|-<br />
| [[P4U2R/Margaret#Ultra_Suplex|Margaret (air)]] || 10 || Throw <br />
|-<br />
| [[P4U2R/Marie#Hot_Lightning|Marie]] || 13 || <br />
|-<br />
| [[P4U2R/Marie#Hot_Lightning|Marie (air)]] || 16 || <br />
|-<br />
| [[P4U2R/Minazuki#Izayoi|Minazuki]] || 10 || <br />
|-<br />
| [[P4U2R/Minazuki#Ura_Izayoi|Minazuki (air)]] || 11 || <br />
|-<br />
| [[P4U2R/Mitsuru_Kirijo#Getsu-ei|Mitsuru]] || 10 || <br />
|-<br />
| [[P4U2R/Mitsuru_Kirijo#Getsu-ei|Mitsuru (air)]] || 10 || <br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto]] || 10 || X/5X followup; Guard point; counter<br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto (EX)]] || 13 || 6X followup; Presumably has projectile speed to consider <br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto (Safety)]] || - || 4X followup; 30 total <br />
|-<br />
| [[P4U2R/Yu_Narukami#Big_Gamble|Narukami]] || 10 || <br />
|-<br />
| [[P4U2R/Yu_Narukami#Big_Gamble|Narukami (air)]] || 4 || <br />
|-<br />
| [[P4U2R/Rise_Kujikawa#Reflective_Bit|Rise]] || 4 || Guard point; If not triggered, 44f startup. (idr if this was 4 or 3) <br />
|-<br />
| [[P4U2R/Shadow_Labrys#5th_Gen_Axe_Slash|Shabrys]] || 15 || Guard point, but not as severe as Labrys's <br />
|-<br />
| [[P4U2R/Sho#Izayoi|Sho]] || 10 || <br />
|-<br />
| [[P4U2R/Sho#Ura_Izayoi|Sho (air)]] || 11 || Overhead <br />
|-<br />
| [[P4U2R/Teddie#Teddie_Decoy|Teddie]] || 9 || Counter; opponent experiences hitstop so effectively 4f<br>(I think I tested this so the current DL data might be wrong)<br />
|-<br />
| [[P4U2R/Yosuke_Hanamura#Dodge|Yosuke]] || 1 || Counter <br />
|-<br />
| [[P4U2R/Yukari_Takeba#Feather☆Slasher|Yukari]] || 13 || <br />
|-<br />
| [[P4U2R/Yukiko_Amagi#Dia|Yukiko]] || 22 || Guard point <br />
|}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Minazuki&diff=334647P4U2R/Minazuki2022-10-04T22:52:39Z<p>Elite Soba: Dude, Minazuki has 3 jump cancelable on block moves. Rise has 4. S.Chie has 7. It's not even close.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview = '''Minazuki''' is a '''versatile rushdown''' character with numerous tricks up his sleeve. He prefers to be up close to make best use of his toolkit, but can be effective at attacking the opponent from almost any range thanks to his Persona normals and varied set of specials. His offense is very aggressive between his sword normals & other relatively safe frame-trapping buttons, and is also highly flexible as he has many jump-cancellable on block moves, allowing him opportunities to safely disengage or reset pressure at will. In addition to this, he can use his {{MMC|input=214A|label=rekkas}} and {{MMC|input=214C/D|label=command grab}} mix-ups to open up opponents. When Minazuki's out of range, he can use his longer range Persona normals, {{MMC|input=236A|label=knife projectiles}}, and his {{MMC|input=236C/D|label=tracking teleport|imageNumber=2}} to continue to attack and put pressure on the opponent in neutral.<br />
<br />
This variety of options makes him a very beginner-friendly character, alongside other things such as the ease of his hit-confirms. He also has simple, yet effective starter combos and main {{keyword|BNB}}s.<br />
<br />
'''One thing that must be stressed about Minazuki, however, is his damage potential'''. One of the biggest threats of this character past his well-roundedness is the fact that he can consistently deal at least 3000 damage from just about any hit, and also frequently lacks the necessity of many or ''any'' resources to do so.<br />
<br />
His Counter Hit and Fatal Counter punishes also take this up a notch, allowing him to well outclass the damage of most other characters before resources even come into play. Even if he doesn't have his ideal conditions, he can just drop some SP to lead into his best combo routes anyway. This means that at almost any randomly selected point in a match, the opponent has a good chance of getting a sizable portion of their life bar bombed or even outright erased from a Minazuki landing something as simple as a random {{clr|3|5C}} CH. For these reasons, every match with Minazuki is volatile, and he is always a force to be reckoned with.<br />
|lore = Sho MINAZUKI is another personality within this body which originates from a Plume of Dusk and is able to use a Persona. Minazuki is very composed person who doesn't believe in the concept of "friendship". He aims to create a new, perfect world where no one is chained to things called "bonds"... and he's ready to kill anyone who stands in his way.<br />
|quote = Descend into the abyss!<br />
|summary = is a '''well-rounded''' fighter, who also aims to brutally maim the opponent once he finds an opportunity.<br />
|pros =<br />
*'''Strong Neutral:''' Minazuki has a very strong neutral game because of certain moves like {{clr|1|5A}}, {{clr|2|{{clr|2|{{clr|2|j.B}}}}}}, and {{clr|3|5C}} reaching very far, and having {{clr|4|2D}}/{{clr|4|j.2D}} as a fullscreen check, along with a projectile.<br />
*'''High Meterless Damage:''' When in the corner, or off an air hit anywhere, Minazuki can confirm into absurdly high damage combos without spending meter.<br />
*'''Variable Offense:''' Because of {{clr|1|5A}}, {{clr|2|5B}}, {{clr|2|2B}} and {{clr|3|2C}} all being jump-cancelable on block and having good range, it is extremely easy for Minazuki to layer his offense with air dashes and air turns, while still maintaining pressure.<br />
*'''Good Meter Usage:''' With meter, Minazuki can spend it in multiple ways to convert into high damage combos. He can also use his meter well for pressure or for neutral.<br />
|cons =<br />
*'''Slow Close Range Normals:''' Minazuki can be unable to punish or contest certain characters while on defense between his 7F {{clr|1|2A}}, and 9F {{clr|1|5A}} at worse spacings.<br />
*'''Susceptible To Persona Break:''' Some of Minazuki's furthest reaching Persona moves are prone to whiffing in neutral or they leave Tsukuyomi in recovery for a while, and the range makes them especially uncoverable on block without risk.<br />
|fastestAttack = {{clr|1|2A}} (7F) <br/> {{clr|3|214C}}+{{clr|4|D}} (5F)<br />
|reversalType = Attack (10F)<br />
|fatalStarter = {{clr|3|2C}} <br/> {{clr|4|2D}} <br/> 214X~4X~{{clr|1|4A}}/{{clr|2|4B}}/{{clr|1|A}}+{{clr|2|B}}<br />
|fatalRecovery = All {{clr|3|236C}}/{{clr|4|D}} <br/> All {{clr|1|214214A}}/{{clr|2|B}}<br />
}}<br />
<br />
{{FP Box|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|j3Ha7lzWAKo|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
{{P4U2R Move Card<br />
|input=5A,5AA,5AAA|versioned=yes<br />
|description=<br />
;{{clr|1|5A}}<br />
Minazuki's {{clr|1|5A}} has a longer start-up than a typical A normal, due to it being 9F, but it has a much longer range than a typical one and is also backdash cancellable. Do note that it cannot stagger into itself (any chains will be an airtight blockstring), and it is also Chest attribute, meaning it can be out-prioritized/low profiled by sweeps.<br />
*Backdash cancellable, -6 on block.<br />
*Jump cancelable.<br />
----<br />
'''{{clr|1|5AA}}''' is a good starter. Has quite good horizontal hitbox and can be delayed for a frame-trap, so the move can be used to catch jump-outs if the opponent jumps after blocking {{clr|1|5A}}. Can combo into {{clr|3|5C}} to get a combo, or into {{clr|4|5D}} if they get hit higher up to get a better combo.<br />
----<br />
'''{{clr|1|5AAA}}''' is pretty safe to continue into this move if you happen to anti-air someone with {{clr|1|5AA}}. Can only be cancelled into specials or universal options (i.e. AoA, Sweep) on hit or block. It is also a great starter, but scales relatively poorly in combos if chained into from {{clr|1|5A}} > {{clr|1|5AA}}.<br />
<br />
Will combo against airborne opponents. Very unsafe against grounded opponents unless cancelled. Usually {{clr|4|5D}} or {{clr|2|5B}} is a better follow-up after {{clr|1|5AA}}.<br />
<br />
If the opponent gets hit high enough up, can continue the combo with a {{clr|1|2A}} and lead to solid damage<br />
<br />
Auto Combo continues with A Flash > A Soaring > A Destructive.<br />
*Knocks down airborne opponents on hit<br />
*Limited chain options<br />
}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
{{P4U2R Move Card<br />
|input=2A<br />
|description=<br />
Low kick that serves as Minazuki's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against {{keyword|IAD}}s.<br />
<br />
{{clr|1|2A}} also uniquely works well as a combo tool, as Minazuki can link into it from {{MMC|game=P4U2R|chara=Minazuki|input=236C/D|label=Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}})}} in certain scenarios, or after a corner {{MMC|game=P4U2R|chara=Minazuki|input=j.BD|label=Ura Izayoi ({{clr|2|{{clr|2|j.B}}}}+{{clr|4|D}})}} to link together his main combo routes.<br />
*Cancels into itself up to 2 times in a row, even on whiff<br />
}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
{{P4U2R Move Card<br />
|input=5B<br />
|description=<br />
Two slashes from Minazuki that can be canceled after first hit. Useful for poking in the mid-range, hit-confirming, closing the gap between Minazuki and the opponent while putting out hitboxes, and staying close to the opponent during pressure. {{clr|2|5B}} being jump and short hop cancellable makes it especially good for pressure, as Minazuki can choose to go for pressure resets, mix-ups, fake disengages and all the like from this normal.<br />
<br />
{{clr|2|5B}} is often used as combo filler, both at the beginning of basic combos, and in juggles to optimize damage.<br />
*Jump cancellable on hit or block<br />
*Second hit plummets airborne opponents<br />
}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=2B<br />
|description=<br />
Two-part slash move with three hits. First launches the opponent into air, and the second slams them down. Basically the same thing as Sho's {{clr|2|2B}}, but jump cancellable on block. Due to the move's massive hitbox, being air unblockable on both swings, and having many cancel options into his common combo routes, it makes for a very good anti-air. Just like {{clr|2|5B}}, this move is also solid for pressure for all the same reasons.<br />
<br />
On an air hit, you can combo out of {{clr|2|2B}} into various other normals such as {{clr|2|5B}} and {{clr|3|5C}} on normal hit for good damage and a safe-jump, or {{clr|3|2C}} and {{clr|4|5D}} on CH for better damage.<br />
*Second swing plummets airborne opponents<br />
}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.A<br />
|description=<br />
Basic air kick that can work as an air-to-air. Unlike most other j.As in this game, it can't be canceled into itself at all. Being faster than {{clr|2|j.B}} while still having good range is somewhat useful (for example, Minazuki has more overhead opportunities with {{clr|1|j.A}} than {{clr|2|j.B}}), but still it is mostly combo filler.<br />
*Jump cancelable.<br />
}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.B<br />
|description=<br />
Minazuki does two slashes; {{clr|2|j.B}} is a very good move with massive range and 2 hits, making jumping in and hit-confirming with it very easy. You get very high damage of a CH air to air with it by immediately going into {{clr|4|j.D}}, as it gives a full combo on air or ground Counter Hit. Also used a lot to extend combos as well and used in his {{clr|4|j.D}} land cancel combo part. The first hitbox extends to hit slightly behind Minazuki as the animation suggests, meaning he can use it as a cross-up normal if close enough. The only big downside of this move is that it is kind of slow, a bit more risky than Sho's version due to that.<br />
*Jump cancelable.<br />
}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=5AB<br />
|description=<br />
*Universal overhead<br />
*Can pass through the opponent on start-up<br />
Minazuki dashes toward the opponent and strikes with two wide slashes with his swords. It has a slow start-up, but it covers a large distance and can even blow through the opponent's mashing with its autoguard in the later frames. If done close enough to the opponent, Minazuki will pass through and cross them up, but the start-up will increase to 40F. However, it is especially reactable and is still unsafe on block just like most AoAs, and thus should be used sparingly as a mix-up.<br />
<br />
Minazuki gets a handsome reward from either finisher after landing his AoA, but interestingly, he can also combo into it from a Counter Hit {{clr|3|5C}} as a staple conversion.<br />
}}<br />
<br />
===<big>Sweep</big>===<br />
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=2AB<br />
|description=<br />
*Universal sweep<br />
*Can out-prioritize "Chest"-attribute attacks<br />
*Uniquely chains into {{clr|4|5D}}<br />
Minazuki's sweep is a low-hitting double kick. Typically used to go for low hits mid-pressure string to catch the opponent trying to walk backwards, jump, or backdash out of pressure. It can also be a safe pressure ender or reset opportunity, as it is only -3 and puts him at a favorable spacing to flex his favorite buttons, {{clr|1|5A}} and {{clr|2|5B}}. Minazuki can chain to {{clr|4|5D}} for tricky blockstrings, cancel into {{clr|2|236B}} or {{clr|1|236A}}+{{clr|2|B}} to throw out 3 lows in a row. Do note that there is a small gap between the two hits that can serve as a natural frame-trap, but gives way for the opponent to Furious Action through if they are prepared.<br />
<br />
Used a lot in combos as an extension off of standing confirms, and also useful for extending combos in the corner by going into {{clr|2|214B}} ~ {{clr|1|dl.4A}} > {{clr|2|j.B}}+{{clr|4|D}} > {{clr|1|2A}}.<br />
<br />
You can go into a safe-jump any time this hits by simply holding [9] when the move ends, making Minazuki's sweep a viable failsafe ender in some scaled combos where a Tsukiyomi ender is not possible.<br />
}}<br />
<br />
==Persona Moves==<br />
===<big>{{clr|3|5C}}</big>===<br />
{{P4U2R Move Card<br />
|input=5C<br />
|description=<br />
*Ground bounces on air hit<br />
Tsukuyomi slashes in front of Minazuki to cover basically everything in front of the two for some "well-earned" footsies. <br />
<br />
{{clr|3|5C}} is a normal with very good vertical range that hits as high as full jumps, and horizontal range that hits as far as from round start range. It's great for poking, counterpoking, and in some cases even being able to double as a high-risk (slower, no head invuln), but high-reward anti-air. Of course, the main caveat is its long recovery on whiff, but it's also unlikely that you will be whiffing this attack when used properly. Be wary that this normal pushes the opponent away pretty far on both hit and block, so combos might drop if it connects from too far away.<br />
<br />
{{clr|3|5C}} is even great as both a starter and main combo piece for Minazuki, as it has very low P1 and the ground bounce on air hit makes it good in juggle combos to go into Tsukiyomi and achieve a subsequent safejump. Unsurprisingly, {{clr|3|5C}} is also the go-to CH punish in most situations, as it often leads to massive damage, with combos in perfect conditions totaling up to nearly 5000 damage ''meterless''. For example, it can go into {{keyword|AoA}} on ground CH, into air hit {{clr|3|2C}} on air CH, and loop between itself and {{clr|3|2C}} in FC juggle combos.<br />
}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
{{P4U2R Move Card<br />
|input=2C<br />
|description=<br />
*Jump cancelable on hit or block<br />
*Ground bounces on air hit<br />
Tsukuyomi appears a fixed distance away from Minazuki and vertically slashes the opponent. Your Persona will always attack facing the opponent, but won't appear outside of the corner. The animation of this move is identical to {{clr|3|5C}}, but has slower start-up. One of Sho's longer-range normals, used to either control space in specific matchups or litmus test the opponent in pressure. It's especially good as a frame-trap as it is a Fatal starter, and Minazuki's other long-ranged normals allow him to convert off of it if it hits that way. Don't overuse it in neutral as a bad {{clr|3|2C}} call leaves you open for over a second to get punished.<br />
<br />
On air hit, can be chained to {{clr|4|2D}}/{{clr|4|5D}} or jump cancelled to {{clr|2|j.B}} for a large combo, with {{clr|4|2D}}/{{clr|4|5D}} is the more optimal route off an air hit {{clr|3|2C}}. On Fatal Counter air hit, you loop this move and {{clr|3|5C}} for optimal damage by doing {{clr|3|5C}} > {{clr|3|2C}} > {{clr|1|236A}} > {{clr|3|5C}}... Same combo options on ground hit as {{clr|3|5C}}.<br />
}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.C<br />
|description=<br />
*Plummets airborne opponents on hit<br />
*Has better range when facing away from the opponent<br />
Minazuki floats in the air until Tsukiyomi finishes its attack, sending the opponent downwards. Essentially {{clr|3|5C}} but in the air and missing the ground bounce on hit. <br />
<br />
{{clr|3|j.C}} is typically used as an extra footsies option with longer range than {{clr|2|j.B}}, especially when done while air-turned away from an opponent, and as a somewhat safe frame-trap option during pressure when used after jump cancels into IADs and IABDs. If you land this move high enough in the air such as after an AoA, this can lead into {{clr|4|j.2D}} and then continue from there.<br />
<br />
There is an additional technique revolving around cancelling a low-to-the-ground {{clr|3|j.C}} called [https://www.dustloop.com/wiki/index.php?title=P4U2.5/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel Land Cancelling] that is also used very often, as it helps aid Minazuki's pressure and lets {{clr|3|j.C}} be used in his highest damage combos.<br />
}}<br />
<br />
===<big>{{clr|4|5D}} / {{clr|4|j.D}}</big>===<br />
{{P4U2R Move Card<br />
|input=5D,5[D],j.D,j.[D]|versioned=yes<br />
|description=<br />
;{{clr|4|5D}}<br />
*Launches the opponent on hit<br />
*Very long untechable time on CH<br />
*Relatively high SMP (same-move proration)<br />
Tsukuyomi launches the opponent extremely high into the air, with the untechable time on normal hit long enough for his Skill "Tsukiyomi" to connect. Another decently-disjointed normal like Sho's other Persona normals, but in actuality is used almost exclusively as a combo tool due to {{clr|3|5C}} having better range, chains, and safety. In that regard, Minazuki's {{clr|4|5D}} is generally reserved as a combo tool (mostly ender) to lead into {{clr|3|236C}}/{{clr|4|D}} for a safe jump.<br />
<br />
On Counter Hit, instead of going into {{clr|3|236C}}/{{clr|4|D}}, you can wait until they fall down and follow up with {{clr|3|5C}} / {{clr|3|2C}} to do a better combo.<br />
<br />
;{{clr|4|5[D]}}<br />
*Performed by holding {{clr|4|[D]}}, to delay the attack but also increase its range.<br />
*Minazuki recovers shortly after Tsukuyomi strikes.<br />
*Held version is fully uncancellable.<br />
The held version is basically {{clr|4|5D}}, but with a twist; Tsukuyomi will advance a set distance before striking. It is the slowest out of all of Minazuki's Persona normals, and thus despite its range is ''very'' poor, if not impossible to use in neutral as the opponent can hit it with projectiles or even just {{clr|1|5A}} on reaction. Minazuki's uses of {{clr|4|5[D]}} are rather limited to being a risky way to reset pressure after conditioning the opponent to block with constant frame-traps, since it is plus on block. <br />
<br />
Interestingly, since Persona normals can collide with the opponent, {{clr|4|5[D]}} can also be used to drive the opponent towards the corner during pressure, or when near the corner it can drag the opponent back next to Minazuki.<br />
----<br />
;{{clr|4|j.D}}<br />
* Tsukuyomi angles toward the opponent when held.<br />
This move is essentially the same thing as {{clr|4|5D}} but in the air, even to where you can hold the button to send Tsukuyomi further as well, though {{clr|4|j.[D]}} is a little better for doing that due to having mild tracking towards the opponent. Despite the quirks, it's almost exclusively used as a combo tool just like {{clr|4|5D}}.<br />
<br />
Generally, when you do combos that involve comboing into and out of {{clr|3|236C}}/{{clr|4|D}}, you want to use {{clr|4|{{clr|4|j.D}}}} instead of {{clr|4|5D}} for your earlier launch to prevent the harsh SMP scaling for when you use {{clr|4|5D}} later to lead into an ender, else your damage will lessen and enders could become unstable.<br />
<br />
This move is also what is used to cancel the recovery of {{clr|3|j.C}} when performing a [https://www.dustloop.com/wiki/index.php?title=P4U2.5/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel Land Cancel.]<br />
}}<br />
<br />
===<big>{{clr|4|2D}} / {{clr|4|j.2D}}</big>===<br />
{{P4U2R Move Card<br />
|input=2D,j.2D|versioned=yes<br />
|description=<br />
;{{clr|4|2D}}<br />
Tsukuyomi appears even further away than {{clr|4|5D}}. Basically the same principle as {{clr|3|2C}}, but for {{clr|4|5D}}, although cannot be held for frame advantage. It can be used to surprise the opponent and catch them in the middle of a move to Fatal Counter them for a nice juggle combo, but improper usage can result in giving away a Persona card for free. While it might have Fatal Counter properties, it may be hard to combo from it at range, but you can preemptively input a {{clr|1|236A}} to make a confirm easier. Even if it's blocked, a {{clr|4|2D}} from behind into {{clr|1|236A}} or {{clr|1|236A}}+{{clr|2|B}} can let you approach and start pressure.<br />
<br />
The untechable launch on FC lets Minazuki lead straight into his optimal knife loops, making it his highest damaging Fatal starter. Additionally, since Minazuki's D normals all serve similar function in combos, {{clr|4|2D}} is also often used in Fatal combos in the corner to get around the heavy SMP that occurs from using a single D normal more than once per combo.<br />
----<br />
;{{clr|4|j.2D}}<br />
Literally just an aerial version of {{clr|4|2D}}, except it is NOT a Fatal starter. {{clr|4|j.2D}} allows you to use {{clr|4|2D}} while playing air footsies and in some more favorable spacings in strings, such as after {{clr|3|2C}} with an IABD where a regular {{clr|4|2D}} would not connect, though in either situation it can still risk a Persona card.<br />
<br />
This move is also used after a {{clr|3|j.C}} in very high air combos such as after a D button > {{clr|3|236C}}+{{clr|4|D}} or AoA~{{clr|3|C}}, for a short extension or to end a combo with Wings of Purgatory ({{clr|3|236236C}}/{{clr|4|D}}).<br />
<br />
On its own, {{clr|4|j.2D}} still leads to Minazuki's patented damage on CH. When used while rising, he will have to air dash towards the opponent a settle for a land cancel conversion, but when used close to the ground he can get a better extension via landing into air hit {{clr|3|2C}} > {{clr|4|D}} normal.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=CD<br />
|description=<br />
*The throw animation puts the opponent into a spin state, then crumple, then restands them<br />
Average ground throw. When the throw is finished, the opponent stays standing, no knockdown or anything, but you can immediately continue pressure with {{clr|1|5A}} afterwards. No meterless conversion is possible, however you can get some solid damage off of a One More Cancel and following up with a small combo. The main conversions are OMC > IABD > {{clr|3|2C}} on the 3rd hit, or just a basic OMC into ground combo after the 4th hit. You can also One More Burst it for more damage or just super cancel it into {{clr|4|236236D}}/{{clr|3|C}}+{{clr|4|D}}, {{clr|1|214214A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}, or {{clr|4|214214D}}.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.CD<br />
|description=<br />
Pretty solid air grab. Sends the opponents a little far away and has low enough recovery that you can airdash and continue pressure with {{clr|2|j.B}}. You can combo out of it meterless in the corner with {{clr|2|j.B}} or {{clr|1|j.A}}, but midscreen combos will need meter.<br />
}}<br />
<br />
===<big>Izayoi</big>===<br />
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=BD<br />
|description=<br />
*Universal reversal<br />
*Both hits launch the opponent<br />
*Can be canceled into Ura Izayoi on hit<br />
*Counter Hit state recovery<br />
Minazuki's Furious Action is one of the best in the game due to its speed, range, and ability to cover the airspace near himself unlike other {{keyword|DP}}s in this game, but is obviously very unsafe on whiff or block. Obviously great for escaping pressure, but it shouldn't ''always'' be your first option for doing so.<br />
<br />
You can cancel into this move from Flash Fang or Soaring Fang, and then proceed to combo into Ura Izayoi for certain conversions. In that same situation you can cancel the second hit into {{clr|3|236236C}} and follow up with a {{clr|3|2C}}. If this move gets blocked, you can try to cancel into {{clr|4|236236D}} to catch the opponent during their punish, but running behind the move after blocking it stops this. If you hit the move as a reversal you can combo into Ura Izayoi then {{clr|4|236236D}}/{{clr|3|C}}+{{clr|4|D}} for a quick combo.<br />
}}<br />
<br />
===<big>Ura Izayoi</big>===<br />
{{InputBadge|{{clr|2|j.B}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.BD<br />
|description=<br />
*Universal reversal, but in the air.<br />
*Ground slides the opponent on hit.<br />
*Minazuki falls toward the ground after it's used.<br />
As the name suggests, Minazuki does the inverse of his DP when he's in the air, sending himself and the opponent towards the ground. Do note that it's very different from Sho's air DP: it is not an overhead, and the landing recovery is not super cancellable like his. It can still be cancelled into from Izayoi, though, so it can still potentially be used as a way to beat out some lazy DP punish attempts if Izayoi was blocked.<br />
<br />
Having an air DP is useful, as it also allows him to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps. <br />
<br />
Ura Izayoi is also a very important combo tool for Minazuki in the corner, as it allows him to go into juggle combos meterless from his rekkas, with the string {{clr|2|214B}}~{{clr|2|4B}} > {{clr|2|j.B}}+{{clr|4|D}}, OTG {{clr|1|2A}}.<br />
}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}<br />
{{P4U2R Move Card<br />
|input=6AB<br />
|description=<br />
*Guardpoint on start-up<br />
Minazuki's Guard Cancel Attack. It utilizes Minazuki's {{clr|1|5AA}} animation and knocks the opponent away on hit. Reaches very far.<br />
}}<br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Survival Knife</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236A,236B,236AB|versioned=yes<br />
|description=<br />
Minazuki throws a horizontally advancing knife projectile, that is designed more for anti-zoning rather than zoning of his own. It is not very threatening on its own due to its relatively slow start-up, low damage, and low hitstun, but it's a useful tool for space control and approaching as Minazuki can run behind a slow knife, or stuff out zoning with a fast one. A common use is cancelling far or full-screen {{clr|3|2C}} or {{clr|4|2D}} to get the knives out safely when the opponent is stuck in hitstun or blockstun.<br />
<br />
In comparison to Sho's, the command is easier, but it now only has two versions (+ Skill Boost).<br />
-------<br />
;{{clr|1|236A}}<br />
*Hits some crouching characters, but not all of them.<br />
This version throws a really slow-moving knife that hits the opponent around their chest, with faster recovery than B-version. Minazuki can run behind this knife to either get in on the opponent while they block it, or punish them for trying to dodge it. Unfortunately, on some characters it loses effectiveness if it can't hit them crouching, but in the matchups where it does hit the crouching opponent, Minazuki has a bit of an edge in being able to reset pressure consistently off of the knife.<br />
<br />
'''List of characters that Minazuki's {{clr|1|236A}} will hit crouching: <br/><br />
Aigis, Ken<sup>1</sup>, Labrys/Shabrys<sup>1</sup>, Narukami, Margaret, Mitsuru, and Teddie.<br />
<br />
1: Only during certain portions of their crouching animation.<br />
-------<br />
;{{clr|2|236B}}<br />
This version throws a much faster moving knife that hits the opponent around their legs. Slightly longer recovery, but hits low. You can use this one to snipe the opponent for trying to move on the ground in neutral, clip their Personas or in the start-up of long-range attacks, or in pressure to catch them with a low hit if they try to back away. Even though low-profile moves aren't particularly a problem for Minazuki, B knife can cover those too.<br />
-------<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
Throws A and B knife at the same time, with faster start-up and recovery. Useful move to restrain the opponent, as it can cover both situations and give him a means to get in.<br />
}}<br />
<br />
===<big>Flash Fang</big>===<br />
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214A,214B,214AB|versioned=yes<br />
|description=<br />
*Goes into Soaring Fang<br />
*Commonly referred to as just "rekka"<br />
*Lead into the rest of the rekka by inputting {{clr|1|4A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}<br />
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) and Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}}).<br />
The start of Minazuki's rekka, which leads into Soaring Fang and then Destructive Fang. Mostly used to extend pressure, or go into the rest of the series to end a combo. Can be cancelled into the two specials listed above for pressure or to stay safe on block.<br />
<br />
You can cancel this move into Izayoi in case you are ever in a very high proration combo and you need to squeeze out damage.<br />
-------<br />
;{{clr|1|214A}}<br />
Fast start-up and doesn't leave you open too much. Used as a need a faster version to combo into from certain normals, but is unsafe on block if not cancelled.<br />
-------<br />
;{{clr|2|214B}} <br />
4F slower than the A version so it doesnt combo from vertain normals, but covers longer distance during the move and also does slightly more than A version. That's also the reason why this version is used in most combos. Equally unsafe on block as {{clr|1|214A}}.<br />
-------<br />
;{{clr|1|214A}}+{{clr|2|B}}<br />
Fast start-up and quick recovery. Can be used to whiff punish moves very quickly from somewhat far away, and on CH can lead into a combo by linking into other normals like {{clr|2|5B}}. Being 0 on block, this is a better move to be throwing out every now and then to catch the opponent off guard, though it does cost 25 SP.<br />
}}<br />
<br />
===<big>Soaring Fang</big>===<br />
{{InputBadge|Flash Fang > {{clr|1|4A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=Flash Fang > 4A,Flash Fang > 4B,Flash Fang > 4AB|versioned=yes<br />
|description=<br />
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) or Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}})<br />
Follow-up move where Minazuki does a heavy slash and launches himself and the opponent to the air. Similar to Flash Fang, can be cancelled to two other specials on hit or block for pressure instead of just completing the rekka. Generally, this is where combos break off into other extensions for more damage, either in the corner or with meter.<br />
-------<br />
;{{clr|1|4A}}<br />
This version does not jump that high and has long recovery, which makes follow-ups limited and is very minus on block on its own. Not used very often if at all, except for some niche conversions.<br />
<br />
{{clr|1|4A}} sometimes sees use after sweep in the corner, as it can combo into Ura Izayoi > {{keyword|OTG}} {{clr|1|2A}} for a combo extension on the air hit, in that situation where {{clr|2|4B}} would not work.<br />
-------<br />
;{{clr|2|4B}} <br />
Slower start-up, and deals 3 hits. This is the version of Soaring Fang that will see the most use as it is great for damage and pressure.<br />
<br />
After the attack, Minazuki can act in the air, and can land a {{clr|1|{{clr|1|j.A}}}} to reset pressure, or during a FC combo to go into high damage Fatal routes. He can also cancel into either of his DPs, which is essential to his high damage C Wings of Purgatory combos, and staple corner combo. In the latter case, if a cancel into Ura Izayoi is delayed enough, you can pick up after it with an OTG {{clr|1|2A}} to grant Minazuki a meterless juggle into his safejump setup.<br />
<br />
Minazuki is also left grounded during a majority of this move, meaning that he can OMC it late and go into a sweep or Drain to mix up an opponent that is switching to standing block in anticipation of the overhead rekka chain ender. Unfortunately, this also makes the Ura Izayoi combo extension a little difficult without practice.<br />
-------<br />
;{{clr|1|4A}}+{{clr|2|B}} <br />
Deals even more hits than B-version, and is plus on block. Has low recovery, meaning you can continue pressure or combo into an air normal like {{clr|2|{{clr|2|j.B}}}}. Good move midscreen for when you want to use 25 SP to increase your damage by a good amount and go into juggles.<br />
<br />
On hit, Minazuki's primary combo option is to go into a simple land cancel route starting from {{clr|2|j.B}}, which also sets him up for other routes such as a second air string, or a basic juggle ender. Overall, this leads to more damage for 25 SP than juggles after SB Destructive Fang, but only if you have the execution for it.<br />
}}<br />
<br />
===<big>Destructive Fang</big>===<br />
{{InputBadge|Soaring Fang > {{clr|1|4A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=Soaring Fang > 4A,Soaring Fang > 4B,Soaring Fang > 4AB|versioned=yes<br />
|description=<br />
*{{clr|2|4B}} and {{clr|1|4A}}+{{clr|2|B}} Fatal Counter.<br />
Minazuki slashes the opponent back to the ground. This move finishes Minazuki's rekka with no real follow up besides super cancel, or using the SB version. All versions are overheads.<br />
-------<br />
;{{clr|1|4A}} <br />
Fast start-up, and is easy to connect from Soaring Fang in almost any combo. Really only used if proration is too high to end in B Destructive Fang.<br />
-------<br />
;{{clr|2|4B}}<br />
{{clr|2|B}} Destructive Fang is the slowest version, but is also a basic combo ender, yet another pressure reset point for Minazuki, and one of his Fatal starters.<br />
<br />
For the most part, it connects from B Soaring Fang easily, but at high prorations you might need to switch to A Destructive Fang instead. Can be super canceled into Wings of Purgatory, or when you land, Moon Smasher to end combos with more damage.<br />
-------<br />
;{{clr|1|4A}}+{{clr|2|B}}<br />
*''Zero'' landing recovery<br />
Fast start-up and falling speed, in addition to literally ''zero'' landing recovery just like Sho's. Can be used as an extremely easy way to extend combos, with more options to combo into depending on how high up you hit it. Will automatically safejump most reversals in the gap between Soaring Fang and Destructive Fang as it has no landing recovery, and is also highly plus on block for that same reason, allowing you to reset pressure safely. Very useful move for improving Minazuki's midscreen combo game to get both damage and safe-jumps in the easiest way possible.<br />
<br />
If you kara-cancel a delayed A or B Destructive Fang into this on a grounded opponent, you are able to make it whiff and use the lack of landing recovery to go for a low or command throw instead, giving Minazuki some unique mix-up options between the overhead rekka ender, a land 2A, or Drain. <br />
<br />
[[P4U2.5/Minazuki/Strategy#Kara_SB_Destructive_Fang_whiff_mix-up|A video demonstration of this technique can be found on his Strategy page.]]<br />
}}<br />
<br />
===<big>Tsukiyomi</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236C/D,236CD|versioned=yes<br />
|description=<br />
*Tracks the opponent's position<br />
*Plummets on air hit<br />
*Fatal Recovery<br />
*Commonly referred to as just "Teleport"<br />
Minazuki uses Tsukiyomi to warp and then reappears in midair, either in front of or behind the opponent, and slashes them. Always locks to the opponent, and appears a certain distance away from them. This is advantageous on block, but is VERY slow to start up to where it can be countered ''on reaction'' before the move hits, and thus should not be used all that much in pressure or neutral without proper conditioning or a hard read. It also isn't practical to use when the opponent is in the air in neutral, since the move will miss often.<br />
<br />
Despite the above, this special is still used as an absolute ''staple'' in Minazuki's combos, as it leads to a safe-jump after any D normal launch. In addition to this, if the opponent gets hit high enough by the move (ex: using it after D normals on high air hit), you can combo a microdash {{clr|1|2A}} when you land, leading to it being used in a lot of Minazuki's high damage combos.<br />
<br />
Even though both the C and D versions are basically the same aside from appearance direction, they do still count as two separate specials, and thus will not incur SMP if the other version is used after the first later in a combo.<br />
-------<br />
;{{clr|3|236C}}<br />
Appears in the air in front of the opponent, nothing particularly special about that aside from keeping the same side in combos.<br />
-------<br />
;{{clr|4|236D}}<br />
Appears from behind the opponent. Of course, this version crosses up and as a result can be used to add a layer to the mix-up or to side switch mid-combo. It also ''cannot'' steal the corner from the opponent; since Minazuki cannot appear offscreen, he will just appear at the corner wall and the attack will hit same-side.<br />
-------<br />
;{{clr|3|236C}}+{{clr|4|D}}<br />
*Does not attack<br />
*Can act immediately after re-appearing<br />
Ground version appears in front of the opponent, aerial version appears behind the opponent. This version only teleports you near the opponent without an attack, allowing you to use whatever move or action you want out of it, such as a double jump, air dash, normals, etc. Alternatively, it can be used to go into an air combo after a D normal launch, typically to squeeze out extra damage and go into a super to kill.<br />
}}<br />
<br />
===<big>Drain</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214C/D,214CD|versioned=yes<br />
|description=<br />
*Cannot be cancelled into from other attacks<br />
*Launches opponents away for a knockdown on hit<br />
*Full Counter Hit recovery<br />
Drain is a command throw that deals about the same damage as his regular throw, but uniquely steals either meter or life from the opponent. Good to throw out every now and then for a little more rewarding strike/throw in gaining some extra corner carry, advantage, and resource. It does have a ''very'' long recovery though, making it easily punishable when dodged.<br />
<br />
Minazuki's command throw can go after many pressure situations just like this throw, some of the most common being deep {{clr|1|2A}}s and his plus frames.<br />
<br />
Drain can also be cancelled with OMC, OMB, or a super to add on damage with a short combo.<br />
----<br />
;{{clr|3|214C}} <br />
This version steals 10 SP and gives it to Minazuki. If the opponent has less than 10 SP, the move then takes everything they have left. The finisher throw itself after the drain also naturally grants Minazuki 3 more SP on top of what he stole, but will also give the opponent 1 SP.<br />
<br />
This is the command grab that Minazuki will want to represent the most, as meter is king in Persona; delaying or denying an opponent's access to metered options, while also getting closer to his own great ones can sway interactions a decent amount.<br />
----<br />
;{{clr|4|214D}}<br />
This version steals ~500 HP instead of meter. Doesn't see much use compared to the C version, but it has its uses.<br />
<br />
If Minazuki is in Awakening, the potential of the lifesteal is better, as the defense bonus means that the 500 health he gains is effectively 800 health. This means that after one lifesteal, he will have above average HP, and after two, he will effectively have the most health in the game. He can use this to his advantage late into the round to stay alive against more touches.<br />
----<br />
;{{clr|3|214C}}+{{clr|4|D}}<br />
Finally, the SB version steals both 500 HP and 10 SP. This is considered to be meter inefficient, but is better as a mix-up due to being 5 frames faster than the others and can be a potentially rewarding reversal throw option.<br />
}}<br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Wings of Purgatory</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236236C,236236D,236236CD|versioned=yes<br />
|description=<br />
*{{keyword|True Reversal}}<br />
*Wall bounces on hit<br />
*Long untechable time on hit<br />
*Often referred to as just "Wings", or "Wave" (super)<br />
Minazuki and Tsukuyomi launch a huge energy wave forward across the entire screen. It has a huge hitbox, good properties on hit and has a version that sends out the projectile fairly quickly, making it very useful as either an anti-projectile/zoning or combo tool/ender. It also has some invincibility and can be used to cover yourself on recovery if your Izayoi is blocked. Long recovery on the ground, but air version only has to deal with the landing recovery. One More Cancel is also possible on hit.<br />
-------<br />
;{{clr|3|236236C}}<br />
The slower version that is difficult to use standalone, but it works well in combos close to the ground. If the opponent gets hit near the top of the move, you can connect a {{clr|3|2C}} afterwards.<br />
-------<br />
;{{clr|4|236236D}}<br />
Faster version that can be used to end just about any combo due to the speed. Works also to cover the recovery of his Furious Action and to punish projectiles and zoning with a proper read. If the opponent gets hit high enough in the corner, you can combo off of it with {{clr|1|2A}}.<br />
-------<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
The SB version has increased speed and damage compared to the D version. However, it has the most recovery out of all the versions, so no follow-ups are possible without OMC.<br />
}}<br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Moon Smasher</big>===<br />
{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214214A,214214B,214214AB|versioned=yes<br />
|description=<br />
*Long untechable time, even longer on Counter Hit<br />
*A & B versions only have invincibility post-superflash.<br />
*Fatal Recovery<br />
*Minimum damage: 40% (1000)<br />
Minazuki jumps into the air and then comes down smashing his sword into the ground, creating a powerful shockwave. Very good damage super. Due to the amount of untech time this move has, its possible to chain into it up to 3 times via a specific setup to end combos with big unburstable damage to top off Minazuki's already high damage. You can even combo out of some Moon Smashers on Counter Hit without any extra meter. This version is also aerial blockable, unlike Sho's version.<br />
-------<br />
;{{clr|1|214214A}}<br />
Very fast version, but comes up shorter than the other two. On the bright side, this allows the move to give Minazuki a knockdown and safe-jump oki when used as a combo ender, since the opponent won't be able to tech until they reach the ground. Used second and third in Triple Moon Smasher for its speed.<br />
-------<br />
;{{clr|2|214214B}}<br />
Reaches higher than the A version, but has longer start-up, so it may not connect at the end of some long combos. Typically used after a juggle {{clr|3|5C}} late in a combo to start Sho's Triple Moon Smasher meter dump ender. Additionally, you can combo out of this version of Moon Smasher on CH into a short juggle for good damage.<br />
<br />
Just like Sho's Moon Smasher, the 2nd hit shockwave can be a cheeky cross-up on the opponent.<br />
-------<br />
;{{clr|1|214214A}}+{{clr|2|B}}<br />
Does slightly more damage then the other two versions while having a faster start-up, so it can be combo'd into in situations where the other two cannot be. Travel distance and untech time is the same as the B version, and thus you can also combo out of this version on CH.<br />
}}<br />
<br />
===<big>Dream Fog</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214214C Catch,214214D,214214CD Catch,214214C Attack|versioned=yes<br />
|description=<br />
*No super flash unless the attack is triggered<br />
*Counters everything except for projectiles<br />
*Causes screen to go black for 244 frames on a successful catch<br />
*Cannot Counter Hit the opponent<br />
*Counter Hit recovery<br />
*Often referred to as "Counter super", or just "Fog"<br />
Minazuki takes a stance to counter the opponent's physical attacks. After the opponent is caught by the move, Minazuki becomes fully invincible and breaks the fourth wall with a full-screen, unblockable stab from Tsukuyomi. After that, the whole screen (except for the opponent) turns dark for short while. Sho can be seen every now and then, but basically you're free to throw in all kinds of mix-ups. The only down side is that summoning Tsukuyomi makes Minazuki visible and reveals his position.<br />
<br />
As of v2.0, the opponent can no longer avoid the unblockable follow-up attack on catch.<br />
-------<br />
;{{clr|3|214214C}}<br />
*Invincible on start-up<br />
This version's catch frames don't start until frame 4, but Minazuki is still invincible during its start-up, letting him punish some safe-jumps and even 1F gap frame-traps on defense.<br />
-------<br />
;{{clr|4|214214D}}<br />
*Invincible on start-up<br />
*Minimum damage: 600<br />
This version of the move only does the screen shattering counter attack alone. The invincibility frames allow it to function as a reversal, but of course it is unsafe on block. Has a slow startup, but it still isn't too hard to combo into, thus allowing you to turn the screen black when you want to if you have 50 SP.<br />
-------<br />
;{{clr|3|214214C}}+{{clr|4|D}}<br />
Deals the same amount of damage as the C version, but it can catch attacks ''on the first frame'', making ''any'' safe-jump on Minazuki a risk when he has the bar for this. Also has less recovery, so the opponent might not react fast enough to punish it if whiffed.<br />
}}<br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>God and Demon Annihilation</big>===<br />
{{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=222CD<br />
|description=<br />
*Invincible on start-up and through all active frames.<br />
*Cannot hit opponents who are in hitstun.<br />
He has now matured enough to possess an Instant Kill. However, his IK has a really small hitbox, slow start-up, and yet it is blockable... so the only good thing is the invincibility, and the fact that it's edgy as all hell. Can possibly be done during the super flash of a super to punish like most other IKs, but still, there's no express need to use this at all.<br />
}}<br />
<br />
==Colors==<br />
{{P4U2.5Colors<br />
|Size=180<br />
|Character=Minazuki<br />
|reference9=[https://megamitensei.fandom.com/wiki/Reiji_Kido ''Reiji Kido / Bres (P1)'']<br />
|reference10={{Character Label|BBCF|Azrael|42px}}<br />
|reference11={{Character Label|GGACR|Zappa|42px}}<br />
|reference22=[https://megamitensei.fandom.com/wiki/Tsukuyomi ''Tsukuyomi (P4AU)'']<br />
|reference23=''Velvet Room Attendant''<br />
|reference28={{Character Label|P4U2R|Chie Satonaka|42px|label=Chie Satonaka (Summer Attire)}}<br />
}}<br />
<br />
==External Resources==<br />
*[https://vincentfgc.gitbook.io/p4u2.5-minazuki-doc/ Minazuki Gameplay Document by Vincent]<br />
*Japanese Name: ミナヅキ ショウ<br />
*[http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%df%a5%ca%a5%c5%a5%ad%a5%b7%a5%e7%a5%a6 Japanese Wiki]<br />
*[http://jbbs.shitaraba.net/bbs/read.cgi/game/52991/1387202422/ Japanese BBS]<br />
*[http://sp.p4u2.tv/ranking_view.php?mode=exe&type=psr_rank&character=nb&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/topic/8578-tsukiyomi-sho-minazuki-video-thread/ Character Video Thread]<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Minazuki|36px|P4AU_PSho_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}<br />
[[Category:Unga]]</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=User:Elite_Soba/P4U2.5_Reversals&diff=334640User:Elite Soba/P4U2.5 Reversals2022-10-04T22:47:13Z<p>Elite Soba: Listed all the DP speeds for 2.5</p>
<hr />
<div>=DPs=<br />
I'll double check these later<br />
{| class="wikitable sortable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Character !! Startup !! Notes<br />
|-<br />
| [[P4U2R/Tohru_Adachi#Get_Lost!|Adachi]] || 23 || Overhead <br />
|-<br />
|[[P4U2R/Aigis#Escape Change| Aigis]] || 10 || <br />
|-<br />
| [[P4U2R/Aigis#Escape Change|Aigis (air)]] || 8 || <br />
|-<br />
| [[P4U2R/Akihiko_Sanada#Double_Uppercut|Akihiko]] || 10 || <br />
|-<br />
| [[P4U2R/Chie_Satonaka#Counter|Chie]] || 7 || Guard point; low; counter <br />
|-<br />
| [[P4U2R/Chie_Satonaka#Counter|Chie (air)]] || 6 || <br />
|-<br />
| [[P4U2R/Elizabeth#Shuffle_Time|Elizabeth]] || 24 || Throw <br />
|-<br />
| [[P4U2R/Junpei_Iori#Super_Flamingo_Swing|Junpei]] || 13 || <br />
|-<br />
| [[P4U2R/Kanji_Tatsumi#What_A_Pain!|Kanji]] || 13 || Instant counter as well <br />
|-<br />
| [[P4U2R/Ken_Amada#Vile_Assault|Ken]] || 12 || <br />
|-<br />
| [[P4U2R/Labrys#5th_Gen_Axe_Slash|Labrys]] || 26 || Guard point <br />
|-<br />
| [[P4U2R/Margaret#Ultra_Suplex|Margaret]] || 14 || Throw <br />
|-<br />
| [[P4U2R/Margaret#Ultra_Suplex|Margaret (air)]] || 14 || Throw <br />
|-<br />
| [[P4U2R/Marie#Hot_Lightning|Marie]] || 13 || <br />
|-<br />
| [[P4U2R/Minazuki#Izayoi|Minazuki]] || 10 || <br />
|-<br />
| [[P4U2R/Minazuki#Ura_Izayoi|Minazuki (air)]] || 11 || <br />
|-<br />
| [[P4U2R/Mitsuru_Kirijo#Getsu-ei|Mitsuru]] || 10 || <br />
|-<br />
| [[P4U2R/Mitsuru_Kirijo#Getsu-ei|Mitsuru (air)]] || 10 || <br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto]] || 6 || Guard point; counter <br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto (EX)]] || 10 || Presumably has projectile speed to consider <br />
|-<br />
| [[P4U2R/Naoto_Shirogane#Shield_of_Justice|Naoto (Safety)]] || - || 27 total <br />
|-<br />
| [[P4U2R/Yu_Narukami#Big_Gamble|Narukami]] || 10 || <br />
|-<br />
| [[P4U2R/Yu_Narukami#Big_Gamble|Narukami (air)]] || 4 || <br />
|-<br />
| [[P4U2R/Rise_Kujikawa#Reflective_Bit|Rise]] || 3 || Guard point <br />
|-<br />
| [[P4U2R/Shadow_Labrys#5th_Gen_Axe_Slash|Shabrys]] || 15 || Guard point, but not as severe as Labrys's <br />
|-<br />
| [[P4U2R/Sho#Izayoi|Sho]] || 10 || <br />
|-<br />
| [[P4U2R/Sho#Ura_Izayoi|Sho (air)]] || 11 || Overhead <br />
|-<br />
| [[P4U2R/Teddie#Teddie_Decoy|Teddie]] || 9 || Counter; opponent experiences hitstop so effectively 4f <br />
|-<br />
| [[P4U2R/Yosuke_Hanamura#Dodge|Yosuke]] || 1 || Counter <br />
|-<br />
| [[P4U2R/Yukari_Takeba#Feather☆Slasher|Yukari]] || 13 || <br />
|-<br />
| [[P4U2R/Yukiko_Amagi#Dia|Yukiko]] || 22 || Guard point <br />
|}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=318859P4U2R/Chie Satonaka/Combos2022-08-23T20:21:51Z<p>Elite Soba: Making damage consistent, which is that 1 meteor misses</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4U2R<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|4|j.236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 77 || 25 || 7612 || {{clr|7|Medium}} || SB Black Spot is faster than the D version which makes the post-Power Charge section connect easier<br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=318852P4U2R/Chie Satonaka/Combos2022-08-23T19:57:53Z<p>Elite Soba: /* Burst Safe */</p>
<hr />
<div><center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4U2R<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|4|j.236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 77 || 25 || 7882 || {{clr|7|Medium}} || SB Black Spot is faster than the D version which makes the post-Power Charge section connect easier<br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Yukari_Takeba/Data&diff=294608P4U2R/Yukari Takeba/Data2022-07-04T01:10:56Z<p>Elite Soba: 2C is jump cancelable</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=P4U2.5/Yukari Takeba |videos=http://horibuna.web.fc2.com/P4U2/index.html <br />
|discord=<br />
|matchups=P4U2.5/Yukari Takeba/Matchups<br />
|resources={{PAGENAME}}<br />
}}<section end=Links/><br />
<br />
==System Data==<br />
{{P4U2-character<br />
| name =Yukari Takeba<br />
| health =8,500<br />
| prejump = 3F<br />
| backdash = 23F (1~6F Inv All)<br />
| comborate = 60%<br />
| personacards = 4<br />
| portrait =P4U2_Yukari_Portrait.png<br />
| icon =P4AU_Yukari_Icon.png<br />
| umo=<br />
}}<br />
==Normal Attacks==<br />
===5A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5A |name=<br />
|damage=200 |p1=400 |p2=200 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Foot |guard=Low |invuln=<br />
|startup=6 |active=3 |recovery=13 |onBlock=-1<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=29<br />
|images=P4AU_Yukari_5A.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5AA===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5AA |name=<br />
|damage=400 |p1=0 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSOB |attribute=Body |guard=All |invuln=<br />
|startup=9 |active=3 |recovery=13 |onBlock=-1<br />
|blockstun=14 |hitstop=11<br />
|groundHit=Stand 15 |airHit=19 |groundCH=Stand 27 |airCH=39<br />
|images=P4AU_Yukari_5AA.PNG<br />
|hitboxes=<br />
|notes=Backdash cancel is -10 on block;<br />
}}<br />
===5AAA===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5AAA |name=<br />
|damage=75×15 |p1=200 |p2=200 |smp=50<br />
|level=4 |cancel=(Sp)(S)O |attribute=Body |guard=All |invuln=<br />
|startup=13 |active=X <(11)X(11)X> |recovery=Total 30 <Total 83>|onBlock=+7<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Launch |airHit=44 |groundCH=Launch |airCH=64<br />
|images=P4AU_Yukari_5AAA.PNG<br />
|hitboxes=<br />
|notes=Followup volleys (values in <>) are when first volley hits/counter hits opponent;<br />
}}<br />
===5B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5B |name=<br />
|damage=400 |p1=200 |p2=100 |smp=50<br />
|level=2 |cancel=SpSO |attribute=Chest+Projectile |guard=All |invuln=<br />
|startup=14 |active=Until Hit |recovery=Total 44 |onBlock=-12<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=13 |airHit=32 |groundCH=25 |airCH=44<br />
|images=P4AU_Yukari_5B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5[B]===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5[B] |name=<br />
|damage=400×3 |p1=200 |p2=50 |smp=50<br />
|level=2 |cancel=SpSO |attribute=Chest+Projectile |guard=All |invuln=<br />
|startup=29 |active=Until Hit |recovery=Total 61 |onBlock=-14<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=Launch |airHit=32 + WStick 35 |groundCH=Launch |airCH=44 + WStick 35<br />
|images=P4AU_Yukari_5B_Charged.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=2A |name=<br />
|damage=160 |p1=500 |p2=100 |smp=50<br />
|level=2 |cancel=SpSO |attribute=Foot |guard=Low |invuln=<br />
|startup=7 |active=2 |recovery=13 |onBlock=-2<br />
|blockstun=12 |hitstop=10<br />
|groundHit=13 |airHit=15 |groundCH=25 |airCH=27<br />
|images=P4AU_Yukari_2A.png<br />
|hitboxes=<br />
|notes=Whiff cancellable into itself from frame 9 onwards;<br />
}}<br />
===2B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=2B |name=<br />
|damage=250×3 |p1=300 |p2=100 |smp=50<br />
|level=2 |cancel=(J)SpSOB |attribute=Projectile |guard=All |invuln=<br />
|startup=16 |active=Until Hit |recovery=Total 57 |onBlock=-23<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=13 |airHit=30 |groundCH=25 |airCH=42<br />
|images=P4AU_Yukari_2B.PNG<br />
|hitboxes=<br />
|notes=Backdash cancel is -6 on block;<br />
}}<br />
===2[B]===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=2[B] |name=<br />
|damage=250×3 |p1=150 |p2=50 |smp=50<br />
|level=2 |cancel=(J)SpSOB |attribute=Projectile |guard=All |invuln=<br />
|startup=30 |active=Until Hit |recovery=Total 71 |onBlock=-23<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=Launch |airHit=30 + WStick 20 + WBounce 37 |groundCH=Launch |airCH=42 + WStick 20 + WBounce 37<br />
|images=P4AU_Yukari_2B.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=j.A |name=<br />
|damage=200 |p1=200 |p2=100 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Head |guard=High |invuln=<br />
|startup=6 |active=15 |recovery=9 |onBlock=<br />
|blockstun=12 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=35 |airCH=29<br />
|images=P4AU_Yukari_jA.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=j.B |name=<br />
|damage=400 |p1=300 |p2=100 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Projectile |guard=All |invuln=<br />
|startup=8 |active=Until Hit |recovery=Total 30 |onBlock=<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=13 |airHit=30 |groundCH=25 |airCH=42<br />
|images=P4AU_Yukari_jB.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.[B]===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=j.[B] |name=<br />
|damage=400×3 |p1=200 |p2=50 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Projectile |guard=High |invuln=<br />
|startup=25 |active=Until Hit |recovery=Total 47 |onBlock=<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=Launch |airHit=30 + WStick 30 |groundCH=Launch |airCH=42 + WStick 30<br />
|images=P4AU_Yukari_jB_Charged.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.2B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=j.2B |name=<br />
|damage=250×3 |p1=300 |p2=100 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Projectile |guard=All |invuln=<br />
|startup=12 |active=Until Hit |recovery=Total 40+9L |onBlock=<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=13 |airHit=15 |groundCH=25 |airCH=27<br />
|images=P4AU_Yukari_j2B.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.2[B]===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=j.2[B] |name=<br />
|damage=250×3 |p1=150 |p2=50 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Projectile |guard=All |invuln=<br />
|startup=28 |active=Until Hit |recovery=Total 56+9L |onBlock=<br />
|blockstun=12 |hitstop=0/+6<br />
|groundHit=Launch |airHit=15 + GBounce 35 |groundCH=Launch |airCH=27 + GBounce 35<br />
|images=P4AU_Yukari_j2B.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===All Out Attack===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=5AB |name=All Out Attack<br />
|damage=300 |p1=0 |p2=1000 |smp=10000<br />
|level=5 |cancel=O |attribute=Body |guard=High |invuln=10~30 Guard Strike<br />
|startup=28 |active=3 |recovery=30 |onBlock=-14<br />
|blockstun=18 |hitstop=13<br />
|groundHit=Spin 31 |airHit=31 + GBounce |groundCH=Spin 43 |airCH=51 + GBounce<br />
|images=P4AU_Yukari_AoA.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===Sweep===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=normal<br />
|input=2AB |name=Sweep<br />
|damage=500 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=SpSO |attribute=Foot |guard=Low |invuln=4~11 Chest<br />
|startup=9 |active=3 |recovery=17 |onBlock=-5<br />
|blockstun=14 |hitstop=11<br />
|groundHit=Launch |airHit=23 |groundCH=Launch |airCH=43<br />
|images=P4AU_Yukari_Sweep.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Persona Attacks==<br />
===5C===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=5C |name=<br />
|damage=400, 200×2 |p1=100 |p2=100 |smp=50<br />
|level=4 |cancel=(J)SpSOD |attribute=Chest |guard=All |invuln=Persona 1~Until Active All<br />
|startup=15 |active=4×3 |recovery=30 |onBlock=-17<br />
|blockstun=16 |hitstop=1<br />
|groundHit=19 |airHit=19 |groundCH=29 |airCH=39<br />
|images=P4AU_Yukari_5C.PNG<br />
|hitboxes=<br />
|notes=Dash cancel is -5 on block;<br />
}}<br />
===5D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=5D |name=<br />
|damage=500 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=32 |active=90? |recovery=Total 32 |onBlock=+20<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Yukari_5D.PNG;<br />
|hitboxes=<br />
|notes=Opponent experiences 5F additional hitstop on hit/counter hit;<br />
}}<br />
===2C===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=2C |name=<br />
|damage=1000 |p1=0 |p2=300 |smp=50<br />
|level=4 |cancel=JSpSO |attribute=Body |guard=All |invuln=Persona 1~Until Active All<br />
|startup=20 |active=6 |recovery=23 |onBlock=-12<br />
|blockstun=16 |hitstop=12<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=39<br />
|images=P4AU_Yukari_2C.PNG<br />
|hitboxes=<br />
|notes=Dash cancel is -5 on block;Backdash cancel is -8 on block;<br />
}}<br />
<br />
===2D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=2D |name=<br />
|damage=500 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=32 |active=90? |recovery=Total 28 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_2D.png<br />
|hitboxes=<br />
|notes=Opponent experiences 5F additional hitstop on hit/counter hit;<br />
}}<br />
===j.C===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=j.C |name=<br />
|damage=300, 600 |p1=200 |p2=100 |smp=500<br />
|level=4 |cancel=JSpSO |attribute=Body |guard=All |invuln=Persona 1~Until Active All<br />
|startup=14 |active=3,10 |recovery=24 |onBlock=<br />
|blockstun=16 |hitstop=5/+2, 4<br />
|groundHit=17, 21 |airHit=19, 36 + GBounce |groundCH=29, 33 |airCH=39, 56 + GBounce<br />
|images=P4AU_Yukari_jC.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=persona<br />
|input=j.D |name=<br />
|damage=500 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=33 |active=90? |recovery=Total 29 |onBlock=<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Yukari_jD.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Throws==<br />
===Ground Throw===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=other<br />
|input=CD |name=Ground Throw<br />
|damage=0, 300, 800 |p1=0 |p2=1000,100 |smp=50<br />
|level=0, 3×2 |cancel=O |attribute=Throw |guard=Throw |invuln=<br />
|startup=5 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |hitstop=0, 6×2<br />
|groundHit=Launch 65 |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_Throw.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===Air Throw===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=other<br />
|input=j.CD |name=Air Throw<br />
|damage=0, 1800 |p1=0 |p2=1200, 100 |smp=50<br />
|level=0, 2 |cancel=O |attribute=Throw |guard=Throw |invuln=<br />
|startup=4 |active=3 |recovery=19 |onBlock=<br />
|blockstun= |hitstop=0<br />
|groundHit= |airHit=25 + Down 30 |groundCH= |airCH=<br />
|images=P4AU_Yukari_AirThrow.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===BD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=other<br />
|input=BD |name=Feather☆Slasher<br />
|damage=600, 300×3 |p1=1000 |p2=100 |smp=50<br />
|level=4, 3×3 |cancel=S |attribute=Body |guard=All |invuln=1~20 All<br />
|startup=13 |active=6 |recovery=40 |onBlock=-34<br />
|blockstun=16 |hitstop=6, 0×3<br />
|groundHit=17, Launch×3 |airHit=19, 22×3 |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherThrasher.png<br />
|hitboxes=<br />
|notes=Only performs follow-up attack if opponent was hit;<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=21 Total |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Guard Cancel Attack===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=other<br />
|input=6AB |name=Guard Cancel Attack<br />
|damage=0 |p1= |p2= |smp=<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=<br />
|startup=16 |active=3 |recovery=28 |onBlock=<br />
|blockstun=16 |hitstop=12<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=39<br />
|images=P4AU_Yukari_5AA.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Skill Attacks==<br />
===236A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=236A |name=Feather☆Arrow<br />
|damage=150, 75×8 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All, High |invuln=<br />
|startup=14 |active=Until Hit |recovery=Total 73 |onBlock=-20<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 35 |airHit=37 |groundCH=Spin 47 |airCH=57<br />
|images=P4AU_Yukari_FeatherArrow.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.236A |name=Feather☆Arrow<br />
|damage=150, 75×8 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All, High |invuln=<br />
|startup=13 |active=Until Hit |recovery=Total Until L+6 |onBlock=<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 25 |airHit=19 |groundCH=Spin 37 |airCH=39<br />
|images=P4AU_Yukari_FeatherArrow_Air.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=236B |name=Feather☆Arrow<br />
|damage=150, 75×11 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=44 |active=Until Hit |recovery=Total 96 |onBlock=-21<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 35 |airHit=37 |groundCH=Spin 47 |airCH=57<br />
|images=P4AU_Yukari_FeatherArrow.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.236B |name=Feather☆Arrow<br />
|damage=150, 75×11 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=30 |active=Until Hit |recovery=Total Until L+6 |onBlock=<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 25 |airHit=19 |groundCH=Spin 37 |airCH=39<br />
|images=P4AU_Yukari_FeatherArrow_Air.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236AB===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=236AB |name=Feather☆Arrow<br />
|damage=150, 75×14 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=17 |active=Until Hit |recovery=Total 77 |onBlock=-21<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 35 |airHit=37 |groundCH=Spin 47 |airCH=57<br />
|images=P4AU_Yukari_FeatherArrow.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236AB===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.236AB |name=Feather☆Arrow<br />
|damage=150, 75×14 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=17 |active=Until Hit |recovery=Total 52 |onBlock=<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 25 |airHit=19 |groundCH=Spin 37 |airCH=39<br />
|images=P4AU_Yukari_FeatherArrow_Air.PNG<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===214A/B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=214A/B |name=Feather☆Bomb<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup=16 |active= |recovery=Total 34 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherBomb.PNG<br />
|hitboxes=<br />
|notes=Shoot bomb to make it explode;<br />
}}<br />
===214AB===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=214AB |name=Feather☆Bomb<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 29 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherBomb.PNG<br />
|hitboxes=<br />
|notes=Throws 2 Bombs at A and B trajectories;Shoot bomb to make it explode;<br />
}}<br />
<br />
===214A Explosion===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=214A Explosion |name=Feather☆Bomb<br />
|damage=1000 |p1=500 |p2=100 |smp=1000<br />
|level=5 |cancel= |attribute=Projectile |guard=Air Unblockable |invuln=<br />
|startup=6 |active=12 |recovery= |onBlock=<br />
|blockstun= |hitstop=0/+13<br />
|groundHit=Launch |airHit=56 |groundCH=Launch |airCH=76<br />
|images=P4AU_Yukari_FeatherBomb.PNG<br />
|hitboxes=<br />
|notes=Fatal Counter;<br />
}}<br />
<br />
===214C/D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=214C/D |name=Magaru<br />
|damage=200, 100×4 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=19 |active=3×35 |recovery=Total 48 |onBlock=+2<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=25 |groundCH=Launch |airCH=45<br />
|images=P4U2_Yukari_Magaru.png<br />
|hitboxes=<br />
|notes=Max 5 hits;<br />
}}<br />
===j.214C/D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.214C/D |name=Magaru<br />
|damage=200, 100×4 |p1=200 |p2=300 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=19 |active=3×35 |recovery=Total 42 |onBlock=<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=25 |groundCH=Launch |airCH=45<br />
|images=P4U2_Yukari_Magaru.png<br />
|hitboxes=<br />
|notes=Max 5 hits;<br />
}}<br />
===214CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=214CD |name=Magaru<br />
|damage=(200, 100×4)×2 |p1=200 |p2=300 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=17 |active=3×35 per ball |recovery=Total 36 |onBlock=+12<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=25 |groundCH=Launch |airCH=45<br />
|images=P4U2_Yukari_Magaru.png<br />
|hitboxes=<br />
|notes=Max 5 hits per ball;<br />
}}<br />
===j.214CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.214CD |name=Magaru<br />
|damage=(200, 100×4)×2 |p1=200 |p2=300 |smp=50<br />
|level=3 |cancel=SO |attribute=Projectile |guard=All |invuln=<br />
|startup=17 |active=3×35 per ball |recovery=Total 30 |onBlock=<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=25 |groundCH=Launch |airCH=45<br />
|images=P4U2_Yukari_Magaru.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236C/D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=236C/D |name=Feather☆Flip<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=4~27? P<br />
|startup= |active= |recovery=49+2L |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherFlip.PNG<br />
|hitboxes=<br />
|notes=Fatal recovery;Can use Feather☆Shoot while airborne while in Feather☆Flip state;Can cancel into followup on 24F onwards for 236C, and on 27F onwards for 236D;<br />
}}<br />
===236CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=236CD |name=Feather☆Flip<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=56 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherFlip.PNG<br />
|hitboxes=<br />
|notes=Fatal recovery;Can use Feather☆Shoot while airborne while in Feather☆Flip state;Can cancel into followup on 24F onwards;<br />
}}<br />
===j.236C/D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.236C/D |name=Feather☆Flip<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=4~27? P<br />
|startup= |active= |recovery=Until L+5 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherFlip.PNG<br />
|hitboxes=<br />
|notes=Fatal recovery;Can use Feather☆Shoot while airborne while in Feather☆Flip state;Can cancel into followup on 24F onwards for 236C, and on 29F onwards for 236D;<br />
}}<br />
===j.236CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=j.236CD |name=Feather☆Flip<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Until L |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Yukari_FeatherFlip.PNG<br />
|hitboxes=<br />
|notes=Fatal recovery;Can use Feather☆Shoot while airborne while in Feather☆Flip state;<br />
}}<br />
===Flip > C===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=Flip > C |name=Feather☆Shot<br />
|damage=500, 869 |p1=0, 100 |p2=100 |smp=50<br />
|level=3, 5 |cancel=O |attribute=Projectile |guard=High, All |invuln=<br />
|startup=9 |active=Until Hit(4)10 |recovery=Total 45 |onBlock=<br />
|blockstun=14 |hitstop=0<br />
|groundHit=15, 19 |airHit=47 + Down 30, Stand |groundCH=27, 31 |airCH=67 + Down 30, Stand<br />
|images=P4AU_Yukari_FeatherShoot.PNG<br />
|hitboxes=<br />
|notes=Recovery for A/B/C/D versions are same as whichever Feather☆Flip was used;Fatal Counter;A and C versions inflicts Charm on hit for 180F;B, D versions inflicts Mute on hit for 180F;Fatal Counter;Only does one hit on block;<br />
}}<br />
===Flip > CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=special<br />
|input=Flip > CD |name=Feather☆Shot<br />
|damage=500, 869 |p1=0, 100 |p2=100 |smp=50<br />
|level=3, 5 |cancel=O |attribute=Projectile |guard=High, All |invuln=<br />
|startup=9 |active=Until Hit(4)10 |recovery=Total 32 |onBlock=<br />
|blockstun=14 |hitstop=0<br />
|groundHit=15, Spin 29 |airHit=47 + Down 30, Stand |groundCH=27, Spin 41 |airCH=67 + Down 30, Stand<br />
|images=P4AU_Yukari_FeatherShoot.PNG<br />
|hitboxes=<br />
|notes=Fatal Counter;Inflicts Panic on hit for 240F;Fatal Counter;Only does one hit on block;<br />
}}<br />
<br />
==SP Skill Attacks==<br />
===236236A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=236236A |name=Hyper Feather☆Shot<br />
|damage=1800 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~8 All<br />
|startup=3+(66 Flash)+3 |active=Until Hit |recovery=Total 71 |onBlock=-40<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=51 |groundCH=Launch |airCH=71<br />
|images=P4AU_Yukari_HyperFeatherShotGround.png<br />
|hitboxes=<br />
|notes=Fatal Recovery;Minimum damage 540;<br />
}}<br />
===j.236236A===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=j.236236A |name=Hyper Feather☆Shot<br />
|damage=1800 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~9 All<br />
|startup=3+(64 Flash)+3 |active=Until Hit |recovery=Total Until L+11 |onBlock=<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=41 + Slide 20 + Down 5 |groundCH=Launch |airCH=61 + Slide 20 + Down 5<br />
|images=P4U2_Yukari_HyperFeatherShotAir.png<br />
|hitboxes=<br />
|notes=Minimum damage 540;<br />
}}<br />
===236236B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=236236B |name=Hyper Feather☆Shot<br />
|damage=2400 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~20 All<br />
|startup=3+(66 Flash)+15 |active=Until Hit |recovery=Total 83 |onBlock=-39<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=51 |groundCH=Launch |airCH=71<br />
|images=P4AU_Yukari_HyperFeatherShotGround.png<br />
|hitboxes=<br />
|notes=Fatal Recovery;Minimum damage 720;<br />
}}<br />
===j.236236B===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=j.236236B |name=Hyper Feather☆Shot<br />
|damage=2400 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~19 All<br />
|startup=3+(64 Flash)+13 |active=Until Hit |recovery=Until L+11 |onBlock=<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=41 + Slide 20 + Down 5 |groundCH=Launch |airCH=61 + Slide 20 + Down 5<br />
|images=P4U2_Yukari_HyperFeatherShotAir.png<br />
|hitboxes=<br />
|notes=Minimum damage 720;<br />
}}<br />
===236236AB===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=236236AB |name=Hyper Feather☆Shot<br />
|damage=2264×2 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~8 All<br />
|startup=3+(66 Flash)+3 |active=X(18)X |recovery=Total 89 |onBlock=-40<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=51 |groundCH=Launch |airCH=71<br />
|images=P4AU_Yukari_HyperFeatherShotGround.png<br />
|hitboxes=<br />
|notes=Fatal Recovery;Minimum damage 679×2 (1358);<br />
}}<br />
===j.236236AB===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=j.236236AB |name=Hyper Feather☆Shot<br />
|damage=2264×2 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~9 All<br />
|startup=3+(64 Flash)+3 |active=X(25)X |recovery=Until L |onBlock=<br />
|blockstun=18 |hitstop=0/+8<br />
|groundHit=Launch |airHit=41 + Slide 20 + Down 5 |groundCH=Launch |airCH=61 + Slide 20 + Down 5<br />
|images=P4U2_Yukari_HyperFeatherShotAir.png<br />
|hitboxes=<br />
|notes=Minimum damage 679×2 (1358);<br />
}}<br />
<br />
== Awakened SP Skill Attacks ==<br />
===214214C/D===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=214214C/D |name=Magarula<br />
|damage=500, 2000 |p1=0 |p2=1000 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=1~Flash All<br/>Persona 1~Until Active All<br />
|startup=3+(67 Flash)+25 |active=4×30 |recovery=Total 23 |onBlock=+115<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=67 |groundCH=Launch |airCH=97<br />
|images=P4U2_Yukari_Magarula.png<br />
|hitboxes=<br />
|notes=When blocked, max 20 hits. Damage is 500, 250×19 instead;Minimum damage 150, 600 (750);<br />
}}<br />
===214214CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=super<br />
|input=214214CD |name=Magarula<br />
|damage=(500, 2000) per tornado |p1=0 |p2=1000 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=1~Flash All<br/>Persona 1~Until Active All<br />
|startup=3+(67 Flash)+25 |active=4×30 per tordado|recovery=Total 23 |onBlock=+115<br />
|blockstun=14 |hitstop=0/+1<br />
|groundHit=Launch |airHit=67 |groundCH=Launch |airCH=97<br />
|images=P4U2_Yukari_Magarula.png<br />
|hitboxes=<br />
|notes=When blocked, max 20 hits per tordado. Damage is 500, 250×19 instead;Minimum damage per tornado 150, 600 (750);<br />
}}<br />
<br />
==Instant Kill==<br />
===222CD===<br />
{{MoveData-P4U2 |character=Yukari Takeba |type=instant kill<br />
|input=222CD |name=Final Feather☆Arrow<br />
|damage=K.O. |p1=0 |p2=100 |smp=50<br />
|level=5 |cancel= |attribute=Projectile |guard=All |invuln=1~78 All<br />
|startup=16+(60 Flash)+55 |active=Until Hit |recovery=Total 144 |onBlock=-72<br />
|blockstun=18 |hitstop=0<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4U2_Yukari_InstantKill.png<br />
|hitboxes=<br />
|notes=Startup calculated based on firing point-blank at standing Narukami;<br />
}}<br />
<br />
==Category==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Yukari_Takeba/Frame_Data&diff=294607P4U2R/Yukari Takeba/Frame Data2022-07-04T01:10:22Z<p>Elite Soba: oop</p>
<hr />
<div><center>{{Character Label|P4U2.5|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{FrameDataGlossary-P4U2.5}}<br />
<br style="clear:both;"/><br />
==[[P4U2.5/Frame Data|System Data]]==<br />
{{#cargo_query:tables=p4u2Characters<br />
|fields=name,health,prejump,backdash,comborate,personacards,umo=Unique Movement Options<br />
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Persona Moves==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="persona"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Universal Mechanics==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Skill Attacks==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==SP Skill Attacks==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Instant Kill==<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=name,input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,smp,level,cancel,blockstun,hitstop,groundHit,airHit,groundCH,airCH,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instant kill"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
== P Combo System ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground P Combo Table<br />
|-<br />
! !! A!! B !! C !! D !! AoA, Sweep !! Cancels<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5A}}<br />
| 2A, 5AA|| 5B, 2B || 5C, 2C || 5D || AoA, Sweep || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5AA}} <br />
| 5AAA || 5B, 2B || 5C, 2C || 5D, 2D || AoA, Sweep || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5AAA}}<br />
| -|| - || - || - || - || <span style="color:red">Special<sup>[-]</sup></span>, <span style="color:red">Super<sup>[-]</sup></span><br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=2A}}<br />
| <span style="color:green">5A<sup>[+]</sup>, 2A<sup>[+]</sup></span> || 5B, 2B || 5C, 2C || 5D || AoA, Sweep || Special, Super<br />
|-<br />
! <span style="color:blue">{{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5B}}<sup>[2]</sup></span><br />
| - || 2B || 5C, 2C || - || AoA, Sweep || Special, Super<br />
|-<br />
! <span style="color:blue">{{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=2B}}<sup>[2]</sup></span><br />
| - || 5B || 5C, 2C || 5D || AoA, Sweep || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5C}}<br />
| - || 5B, 2B || 2C || 5D, 2D || AoA, Sweep || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super, Dash<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=2C}}<br />
| - || 5B, 2B || 5C || 5D, 2D || AoA, Sweep || Jump, Special, Super, Dash<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5D}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=2D}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=5A|label=All-out Attack}}<br />
| - || - || - || - || - || -<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=2AB|label=Sweep}}<br />
| - || - || - || - || - || Special, Super<br />
|-<br />
|}<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air P Combo Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=j.A}}<br />
| <span style="color:green">j.A<sup>[+]</sup></span>|| j.B, j.2B || j.C || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=j.B}}<br />
| - || j.2B || j.C || - || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=j.2B}}<br />
| - || j.B || j.C || - || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=j.C}}<br />
| - || j.2B || - || j.D || Jump, Special, Super<br />
|-<br />
! {{MiniMoveCard|game=P4U2|chara=Yukari Takeba|input=j.D}}<br />
| - || - || - || - || -<br />
|}<br />
* 5A and 2A can only be done a max of 3 times per string total.<br />
: For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.<br />
*5B and 2B can only be done a max of 3 times per string total, and must have a 5C or 2C between repetitions.<br />
: For example, 5B > 5C > 5B, 5B > 2B > 5C > 5B, and 2B > 5C > 5B > 2B work, but 5B > 2B > 5B will not.<br />
: 5C and 2C can only be done a max of 2 times per string total.<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[2]</sup>''' = X can be done twice per string, but can not go from X > Y > X</span><br />
:: <span style="color:blue">For example, 2B > 5B > 2B does not work, but 2B > 5B > 5C > 2B does work.</span><br />
: '''Special''' = Skill Attacks, Hops, and Furious Actions<br />
: '''Super''' = SP Skill Attacks<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Resources&diff=294556P4U2R/Chie Satonaka/Resources2022-07-03T23:29:23Z<p>Elite Soba: Notable players list</p>
<hr />
<div><center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|36px|P4AU_{{#titleparts:{{PAGENAME}}|1|2}}_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{TOC limit|}}<br />
<br />
{{ResourceDumpPreface}}<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
Chie combo flowchart: https://twitter.com/Elite_Soba/status/1511033136922066946?s=20&t=isNE5yJ3DFVCPsPoOQhQGg<br />
<br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
<br />
'''Another Chie Introduction'''<br />
{{#ev:youtube|YlDFkfORJmY|450}}<br />
<br />
'''S.Chie 8000+ dmg from Fatal throw: https://twitter.com/Elite_Soba/status/1537941440663146497?s=20&t=fWNxZrzcvjWd1iiBffcnKQ<br />
<br />
===Match footage===<br />
{{#ev:youtube|l1EvIQ0CsQs|450}}<br />
Multiple Chies<br />
{{#ev:youtube|ZZA80bAvqOQ|450}}<br />
raltan vs YMST (more on YMST's youtube)<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
==Twitter==<br />
* Twitter Tag [https://twitter.com/search?q=%23P4U_CH '''#P4U_CH''']<br />
<br />
==Notable Players==<br />
===JP===<br />
* Kirisame (きりさめ)<br />
* raltan (ラル)<br />
* STD<br />
* Tsujikawa (つじかわ, 辻川)<br />
* Ji (ぢ)<br />
<br />
==Depreciated Resources==<br />
[http://www.dustloop.com/forums/index.php?/forums/forum/195-chie-satonaka/ Dustloop Forums]<br />
<br />
==Navigation==<br />
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|36px|P4AU_{{#titleparts:{{PAGENAME}}|1|2}}_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Resources&diff=294554P4U2R/Chie Satonaka/Resources2022-07-03T23:24:20Z<p>Elite Soba: Added some decent match footage</p>
<hr />
<div><center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|36px|P4AU_{{#titleparts:{{PAGENAME}}|1|2}}_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{TOC limit|}}<br />
<br />
{{ResourceDumpPreface}}<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
Chie combo flowchart: https://twitter.com/Elite_Soba/status/1511033136922066946?s=20&t=isNE5yJ3DFVCPsPoOQhQGg<br />
<br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
<br />
'''Another Chie Introduction'''<br />
{{#ev:youtube|YlDFkfORJmY|450}}<br />
<br />
'''S.Chie 8000+ dmg from Fatal throw: https://twitter.com/Elite_Soba/status/1537941440663146497?s=20&t=fWNxZrzcvjWd1iiBffcnKQ<br />
<br />
===Match footage===<br />
{{#ev:youtube|l1EvIQ0CsQs|450}}<br />
Multiple Chies<br />
{{#ev:youtube|ZZA80bAvqOQ|450}}<br />
raltan vs YMST (more on YMST's youtube)<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
==Twitter==<br />
* Twitter Tag [https://twitter.com/search?q=%23P4U_CH '''#P4U_CH''']<br />
<br />
<br />
==Depreciated Resources==<br />
[http://www.dustloop.com/forums/index.php?/forums/forum/195-chie-satonaka/ Dustloop Forums]<br />
<br />
==Navigation==<br />
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|36px|P4AU_{{#titleparts:{{PAGENAME}}|1|2}}_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka&diff=293423P4U2R/Chie Satonaka2022-07-02T06:00:58Z<p>Elite Soba: Updated notes on Black Spot</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Chie is a rushdown heavy character that uses her speed and pressure tools to overwhelm her opponent's defenses. She also has very high damage potential starting from just about any starter.<br />
| lore = 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.<br />
| quote = <br />
| summary = <br />
| pros = <br />
*'''High Speed:''' Chie has fast movement and fast normals, lending her a surprisingly decent neutral game and excellent pressure.<br />
*'''ToD Potential:''' Her damage with meter is easily some of the highest in the game, especially in the corner and with her Shadow version.<br />
*'''Excellent Supers:''' Chie has very useful Supers for resetting pressure or extending combos and is good at spending meter in general.<br />
*'''Functional without Persona:''' Chie's basic pressure and neutral, while certainly weakened, are fairly functional even when Persona Broken or silenced, and her combos can stall for full Persona Break recovery.<br />
| cons = <br />
*'''Universal DP:''' Her universal DP is a below-average counter. Her ability to convert resources into damage, however, can make DP conversions hurt when they do work<br />
*'''Resourceless Damage:''' Chie's meterless mid screen damage is pretty lacking and her damage without meter in general is below average.<br />
*'''Short Normals:''' The speed of her normals is offset by her overall stubby reach.<br />
| unique_mechanic1_name=[[P4U2.5/Chie Satonaka#Power_Charge|Power Charge]]<br />
| unique_mechanic1=Many characters have unique mechanics to play around. Chie's mechanic is that she can smash your face in<br />
}}<br />
<br />
{{FP Box|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|O38QElcbaS4|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5A.png |<br />
P4AU_Chie_5AA.png |<br />
P4AU_Chie_5AAA.png|<br />
P4AU_Chie_5AAA_2.png<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|1|5A}}<br />
* Notably short reach.<br />
* Amazing pressure tool.<br />
* Gatlings into itself 3 times (but may not reach if delayed).<br />
* Hold [4] to prevent gatlings into {{clr|1|5AA}}.<br />
This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's {{clr|1|5A}} stagger pressure.<br />
-----<br />
;{{clr|1|5AA}}<br />
* Hits twice.<br />
* Vacuums on hit and block.<br />
Another great pressure reset point, as it's very safe, has plenty of gatling options, and pulls opponents back towards Chie. Great for hitconfirming {{clr|1|5A}} and stabilizing air confirms<br />
----<br />
;{{clr|1|5AAA}}<br />
* Wallbounces on hit.<br />
Combos into {{clr|2|236B}}, which allows Chie to greatly extend midscreen autocombos for excellent corner carry unlike her Shadow version. Also links into microdash {{clr|1|5A}}, although that's of less utility in this version due to the aforementioned {{clr|1|5AAA}} > {{clr|2|236B}} combo.<br />
{{CloseCard}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5A.png|<br />
P4Arena_Chie_5AA.png|<br />
P4Arena_Chie_5AAA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
<br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=5AA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5AAA|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|1|5A}}<br />
* Notably short reach.<br />
* Amazing pressure tool.<br />
* Gatlings into itself 3 times (but may not reach if delayed).<br />
* Hold [4] to prevent gatlings into {{clr|1|5AA}}.<br />
This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's {{clr|1|5A}} stagger pressure.<br />
----<br />
;{{clr|1|5AA}}<br />
* Unsafe on block.<br />
* Autocombo will drop if full attack animation of {{clr|1|5AA}} goes through; it must be canceled early into {{clr|1|5AAA}}<br />
A very awkward comboing tool due to awkward knockback and hitstun on intermediate hits. Doesn't see much use except in autocomboing, and doesn't even do a particularly good job there.<br />
----<br />
;{{clr|1|5AAA}}<br />
* Notably short reach.<br />
* Vacuums on hit and block.<br />
Doesn't see much use outside autocomboing for meter. Does not automatically go into {{clr|1|236A}} unlike previous versions.<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_2A.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gatlings into itself 3 times.<br />
* Gatlings into itself on whiff.<br />
Crouching, low-hitting kick. It's arguably Chie's best poke, as it low profiles several other pokes and jumpins and has better range than {{clr|2|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash Cancel is -5 on block<br />
*Backdash Cancel is -4 on block<br />
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 {{clr|1|2A}}.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_2B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Dash Cancel is -5 on block<br />
*Backdash Cancel is -4 on block<br />
High vertical anti-air kick. Air unblockable. On hit forces stand against crouching opponents. Moves Chie forward substantially and maintains dash momentum.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_jA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gatlings into itself.<br />
* Has a hitbox behind Chie, but isn't useful for crossups.<br />
Quick aerial palm strike. Situational air to air. Hits overhead, but small hitbox and low hitsun makes it not as favored as {{clr|2|j.B}}. The 3f less startup can come in handy occasionally though<!-- Instant airturn airbackdash {{clr|1|j.A}} being 3f faster than {{clr|2|j.B}} gives it some utility, although the hitstun on standing opponents makes it really difficult to combo after --><br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_jB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Very short total duration.<br />
Quick jump kick that hits overhead.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|2|j.2B}} and {{clr|2|j.BB}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_jBB.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2B" or input="j.BB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|2|j.BB}}<br />
{{clr|2|j.BB}} is mostly used in low to the ground air dash {{clr|2|j.BB}} mixups from a {{clr|4|5DD}}/{{clr|4|2DD}} setup in the corner. Also combo filler in air-to-airs to adjust vertical spacing<br />
----<br />
;{{clr|2|j.2B}}<br />
{{clr|2|j.2B}} is a command normal version of {{clr|2|j.BB}}. Mostly used in aerial combos before going into an air Rampage, or safejumps for more blockstun than {{clr|2|j.B}}. Also hits overhead.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_AOA.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Airborne frames 9-25<br />
Chie does a front flip before slamming her heel down on her opponent. Mainly used as a corner combo ender after the opponent is frozen. The airborne frames let this move be a cheeky throw bait, although it loses to some throw tech OSes. Really funny way to punish Elizabeth/Margaret Furious Action<br />
{{CloseCard}}<br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_Sweep.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Good combo ender for setting up safe jumps. With resources becomes a valuable launcher in Chie's midscreen combo game, typically via {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}}.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash Cancel is -3 on block.<br />
* Can be displaced.<br />
Decent mid-range poke for Chie. Useful in corner pressure since it can be dash/jump canceled. Can be used to trade favorably with certain long-range pokes, but it shouldn't be relied on too heavily. <br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Chie_2C.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash Cancel is -3 on block.<br />
* Applies Freeze on the first hit.<br />
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. As a poke, it's safe on block, and can be awkward to punish on whiff for some characters, but probably shouldn't be overused.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5D.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|4|5D}}<br />
* Not used often by itself.<br />
Very slow spear attack. Last hit causes launch, but is not incredibly useful, as the startup makes it very difficult to combo into. Almost exclusively canceled into {{clr|4|5DD}} oki for certain corner okizeme setups<br />
----<br />
;{{clr|4|5DD}}<br />
* More advantageous oki tool than {{clr|4|2DD}}, but the slower startup allows it to be challenged in certain setups<br />
Standing version is slower but makes Tomoe move forward. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.<br />
<br />
Note that the 2nd {{clr|4|D}} can be delayed slightly to get a few more (3 max?) frames of advantage but it's a bit tricky so it's not critical to go for.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5DD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|4|2D}}<br />
* Not used often by itself.<br />
Fairly slow spear attack. Last hit causes wallbounce launch, which plays a role in a few situational corner confirms. Generally canceled into {{clr|4|2DD}} for combos or oki for certain okizeme setups<br />
----<br />
;{{clr|4|2DD}}<br />
* More reliable, but less advantageous oki tool than {{clr|4|5DD}}<br />
* Good confirm off CH {{clr|2|5B}}.<br />
Starts-up immediately but Tomoe will stay in place. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.<br />
<br />
Note that the 2nd {{clr|4|D}} can be delayed slightly to get a few more (2 max?) frames of advantage but it's a bit tricky so it's not critical to go for.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_jC.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* ''Does not have the Head property,'' making it beat anti-airs consistently.<br />
* Does not hit overhead.<br />
* Can be displaced.<br />
* 0 on block if not canceled into landing or anything else.<br />
Tomoe slashes in midair. A move with a surprising amount of utility. Respectable in air-to-air situations, leading to good damage on counter hit. Also has a slight reverse hitbox and low vertical hitbox, which can lead to ambiguous crossups against grounded opponents with IADs or airturns. Halts Chie's downward momentum which can sometimes cause AA's to whiff. Instant {{clr|3|j.C}} also sees utility against grounded throw tech or low hitbox moves. The Persona displacement can let you be obnoxious in the corner. Honestly, not enough can be said about this move as it's arguably one of Chie's top 3 best normals.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_jD.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Holding 4, 8, or 2 with {{clr|4|j.D}} changes where Tomoe appears.<br />
** 5 sends Tomoe mainly forward (6 is identical to 5)<br />
** 8 sends Tomoe high and a bit forward (9 is identical to 8)<br />
** 4 sends Tomoe only slightly forward and slightly downward (7 and 1 are identical to 4)<br />
** 2 sends Tomoe more forward and more downward (3 is identical to 2)<br />
* Combo extender and situational combo ender.<br />
Tomoe leaps up and spins her spear, followed by a downward thrust which causes knockdown. Primarily used in combos, but {{clr|4|j.2D}} and {{clr|4|j.5D}} can be useful for covering your approach or retreat. At certain heights, Chie can combo into {{clr|4|j.8D}}, land, and pick up with {{clr|1|5A}}/{{clr|2|5B}} into an extended combo.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_GroundThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Combos with Shadow Frenzy or OMC or supers when she hits the ground.<br />
* Inputting as {{clr|3|4C}}+{{clr|4|D}} stays same side.<br />
** {{clr|3|4C}}+{{clr|4|D}} swaps sides if cancelled with one of the above.<br />
Chie's throw is important to her stagger pressure as it gives another incentive for her opponent to mash. As of 2.0 only combos with resource usage, but can be canceled into A Power Charge for simple followups<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_AirThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chie falls with the opponent, so followup pressure/combos are consistent.<br />
An air throw that ends with Chie slamming them directly down into the ground, giving good positioning to start pressure. You can OMC and convert it into a combo if you have meter. <br />
{{CloseCard}}<br />
<br />
===<big>Counter</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_BD.png|<br />
P4Arena_Chie_BD2.png|Air version automatically does the kicks<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD Catch" or input="BD Attack" or input="j.BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|2|B}}+{{clr|4|D}}<br />
* Counter Furious Action.<br />
** Counters throws.<br />
** Super cancelable on successful counter until landing (Can super cancel the first hit grounded and the subsequent aerial hits into Agneyastra)<br />
** First hit is a low.<br />
* Fatal Recovery during catch (normal counterhit recovery if followup kicks get blocked)<br />
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 Furious Actions. Can be spammed to force awakening, giving Chie 50 SP and access to Agneyastra. Keep in mind that Chie is in Fatal Recovery state during recovery.<br />
----<br />
;{{clr|2|j.B}}+{{clr|4|D}}<br />
* Skips straight to the kicks.<br />
* Does not knock down.<br />
Air version does the kicks immediately, and has full invincibility on startup.<br />
{{CloseCard}}<br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_5B.png|Good luck actually getting out of pressure with this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Why'd they make it {{clr|2|5B}}.<br />
Chie's Guard Cancel Attack. It utilizes Chie's {{clr|2|5B}} animation, and knocks the opponent away on hit. It has limited practicality due to its awful range.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Rampage</big>===<br />
<span class="input-badge">''' {{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_Rampage.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A short flurry of jump kicks; Mostly used in combos. Causes fatal counter while power charged<br />
----<br />
;{{clr|1|A}} Version<br />
Main corner combo extender, {{clr|1|236A}}~{{clr|1|236A}} gives a launch that links into {{clr|2|5B}} from any ground normal starter except {{clr|1|2A}}. Repeatedly pops airborne opponents up and out of its hits, so avoid using on launched opponents.<br />
----<br />
;{{clr|2|B}} Version<br />
Useful as a crouch confirm early in combos or as a combo ender later in combos. Combos more reliably on airborne opponents than {{clr|1|236A}}.<br />
----<br />
;SB Version<br />
SB has the startup of {{clr|1|A}} Rampage with the damage of B Rampage, plus extra kicks. Can link {{clr|1|5A}} after. Very plus on block, nice tool to reset pressure. Holding a direction for the air version will adjust Chie's trajectory slightly. Air version maintains Chie's air momentum which means low to the ground it'll immediately end and be cancelable into Skull Cracker for an "instant" overhead<br />
{{CloseCard}}<br />
<br />
===<big>Skull Cracker</big>===<br />
<span class="input-badge">''' {{clr|1|236A}}/{{clr|2|B}} after Rampage'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_SkullCracker.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Rampage > 236A" or input="Rampage > 236B" or input="Rampage > 236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* First hit is an overhead, second hit is low.<br />
* Cancels into {{clr|1|214A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}, {{clr|3|214C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}, and {{clr|3|236C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}.<br />
A key launcher in Chie's combo toolkit. In a blockstring, Skull Cracker can be used as a high option from Rampage, but the low option (Rampage OMC {{clr|1|2A}}) requires 50 meter to be truly ambiguous.<br />
----<br />
;{{clr|1|A}} Version<br />
The {{clr|1|A}} version mainly sees use as a followup to {{clr|1|A}} Rampage on standing opponents as a launcher, which really opens up a lot of corner combo routing.<!-- Editing note: There are some very situational combos where {{clr|2|j.236B}}~{{clr|2|236B}} won't combo but {{clr|2|j.236B}}~{{clr|1|236A}} will, but it's hard to identify those and react accordingly so it doesn't feel worth mentioning here --><br />
----<br />
;{{clr|2|B}} Version<br />
{{clr|2|B}} version better for combos due to higher float, better recovery, and longer hitstun leading to better extensions. Doesn't combo after {{clr|1|A}} version of Rampage on standing opponents (except on CH {{clr|1|A}} Rampage starter or Fatal Counter), allowing for a reset.<br />
----<br />
;SB Version<br />
SB is mostly not used unless you have meter to burn to add damage to a combo. It's the only one that's frametight after {{clr|1|A}} Rampage, but that aspect rarely comes into play.<br />
{{CloseCard}}<br />
<br />
===<big>Dragon Kick</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_DragonKick.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD" or input="j.236C" or input="j.236D" or input="j.236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Extreme damage.<br />
* {{clr|3|C}} version wallbounces everywhere. {{clr|4|D}} version launches far horizontally and only wallbounces in the corner<br />
* SB version launches straight up and Chie recovers in the air, allowing for another Dragon Kick.<br />
Tomoe launches Chie in the air for a flying kick. High damage, usually used as a combo ender. Occasionally useful as a surprise, a method to punish unsafe moves in the air, or a desperate-and-not-ideal corner escape option (mainly {{clr|3|j.236C}}+{{clr|4|D}}). Can follow up with another Dragon Kick in the air after using SB version. In the corner can be canceled into OMB to squeeze out a bit more damage in a combo (SB version can be reliably OMBed anywhere)<br />
{{CloseCard}}<br />
<br />
===<big>Herculean Strike</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Chie_LungePunch.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cancels into {{clr|3|214C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}, and {{clr|3|236C}}/{{clr|4|D}}/{{clr|3|C}}+{{clr|4|D}}.<br />
* {{clr|2|B}} and SB versions are throw invuln starting from frame 1 through a good chunk of the startup (although not through to active frames)<br />
{{clr|1|A}} forward lunging palm strike. {{clr|2|B}} and SB versions travel backwards first.<br />
----<br />
;{{clr|1|A}} Version<br />
Typically used as a combo ender midscreen for Chie's smaller and simpler combos. Leads to easy safejumps with {{clr|2|9j.B}} (whiff) > {{clr|2|j.2B}}.<br />
----<br />
;{{clr|2|B}} Version <br />
Combo extender after Skull Cracker in the corner. Launches high enough for {{clr|3|5C}} to link after in the corner and combos can be extended from there.<br />
----<br />
;SB Version<br />
Plus on block, making it a valid means to 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, as well as properly leading to combos on airborne opponents. For example, {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}+{{clr|2|B}} is a common string to reset pressure on block and combo on hit. Note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}+{{clr|2|B}} only works with sweep starter, with dash momentum in a short string, or on Kanji. It's also projectile invul starting on frame 7 and going through active frames, which makes it an anti-zoning tool that must be considered by the opponent<br />
{{CloseCard}}<br />
<br />
===<big>Black Spot</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_BlackSpot.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214D" or input="214[D]" or input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Attack is based on Tomoe's position and will not autocorrect direction (Tomoe will Black Spot away from the opponent if on the other side)<br />
*{{clr|3|C}} and {{clr|4|D}} versions are slightly faster if canceled into from other specials<br />
*{{clr|3|C}} version Dash Cancel is -6 on block<br />
*{{clr|4|D}} and SB version Dash Cancel is +0 on block<br />
*Charged {{clr|4|D}} version Dash Cancel is +7 on block<br />
*{{clr|4|D}} version gains charged property after additional 9 frames of charging (35 [31] frames) and can be charged to a max of 55 [51] frames<br />
<br />
Chie and her Persona do a double palm attack. Fatal starter. SB version has super armor on frames 9-32, shielding Chie from attacks. In combos, can be canceled into A Power Charge into {{clr|3|5C}} for common metered combo extensions. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and is very good at covering lots of space (vertical space in particular) in neutral. Chie's best combo starter in certain situations or with lots of meter to spend.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Power Charge</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_PowerCharge.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Each level of Power Charge has a certain number of charges, as well as a damage boost.<br />
* Charges are consumed by special moves, supers, {{clr|1|5AA}}, {{clr|1|5AAA}}, AoA, Sweep, and all {{clr|2|B}} normals (multihit moves only consume 1 charge).<br />
Chie charges up, boosting the damage of the aforementioned moves and adding 25% chip damage to all affected moves. Each usage sets the charge count to the max of that level (so going to Level 3 with more than 5 charges will lose you charges). Using God's Hand or Agneyastra consumes all remaining charges.<br />
----<br />
;{{clr|1|A}} Version<br />
Adds 1 level of Power Charge. 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. 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.<br />
;Power Charge Level 1<br />
* 1.2x damage boost<br />
* 9 Charges max<br />
* Specials and supers gain Fatal Starter property<br />
----<br />
;{{clr|2|B}} Version<br />
Adds 2 levels of Power Charge. Similar to the {{clr|1|A}} version, but the additional level adds even more damage, and is critical for most damage routes to have enough meter to use a Level 3 charged super. Has longer recovery time so it is usually used during combos; the invuln time isn't worth relying on.<br />
;Power Charge Level 2<br />
* 1.4x damage boost<br />
* 9 Charges max<br />
* All affected moves gain Fatal Starter property<br />
----<br />
;SB Version<br />
Adds 3 levels of Power Charge, which makes the multiplier jump up drastically. Due to the long recovery time, it's rarely used outside of specific combos/setups.<br />
;Power Charge Level 3<br />
* 2.0x damage boost<br />
* 5 Charges max<br />
{{CloseCard}}<br />
<br />
===<big>God's Hand</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_GodsHand.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Tomoe summons a giant golden fist from the heavens that slams down onto the opponent. This is one of Chie's best combo enders when going for damage. Hits overhead for some reason.<br />
----<br />
;{{clr|3|C}} Version<br />
Faster than the {{clr|4|D}} version and puts the fist in front of Chie; Can also be used as a strong reversal. <br />
----<br />
;{{clr|4|D}} Version<br />
Puts the fist mid screen and adds more damage.<br />
----<br />
;SB Version<br />
SB God's Hand causes 2 fists to come down, one after the other to add a bit more damage. With 125 meter or Shadow Frenzy active, can be OMCed for a high/low unblockable ({{clr|3|236236C}}+{{clr|4|D}}(1) > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}}) <br />
{{CloseCard}}<br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Agneyastra</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_Agneyastra.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Agneyastra instantly ends if Chie/Tomoe gets hit.<br />
* {{clr|3|C}} Version puts meteors close to Chie.<br />
* {{clr|4|D}} Version makes the meteors come down at a full screen distance away. <br />
* SB Version has the meteor raining down towards Chie.<br />
* Distance and orientation is actually based on Tomoe's position, but this rarely comes into play<br />
Tomoe causes a large swarm of Meteors to rain from the sky. If you're using it as a projectile to cover your approach, usually you'll have to use Agneyastra twice due to its relatively short duration. Agneyastra is commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand. {{clr|4|236D}} > {{clr|3|j.214214C}} deals very high damage, especially when combined with Power Charge.<br />
<br />
Particularly useful for Shadow Chie, as most of her combos will build the 50 meter required to use this. If she hasn't used {{clr|3|2C}} in the combo, she can combo into it from Agneyastra use the Freeze to restand the opponent into {{clr|4|5DD}}. This functionally loops into itself because Shadows build so much meter.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Galactic Punt</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Chie_GalacticPunt.png|<br />
P4Arena_Chie_GalacticPunt2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Tomoe summons a large stream of energy to knock her opponent airborne. On the way down, Chie then raises her power level over 9000 to deliver a powerful kick that launches her opponent into outer space! She then quotes Bruce Lee and the battle is over.<br />
{{CloseCard}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 里中 千枝 (さとなか ちえ)<br />
*[http://www.dustloop.com/ Japanese Wiki]<br />
*[http://www.dustloop.com/ Japanese BBS]<br />
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:P4U2.5/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Data&diff=293415P4U2R/Chie Satonaka/Data2022-07-02T05:53:10Z<p>Elite Soba: Framecounted the actual full charge window</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=P4U2.5/Chie Satonaka <br />
|videos=http://horibuna.web.fc2.com/P4U2/index.html <br />
|discord=<br />
|matchups=P4U2.5/Chie Satonaka/ Matchups<br />
|resources={{PAGENAME}}<br />
}}<section end=Links/><br />
<br />
==System Data==<br />
{{P4U2-character<br />
| name =Chie Satonaka<br />
| health =9,500<br />
| prejump = 3F<br />
| backdash = 19F (1~6F Inv All)<br />
| comborate = 60%<br />
| personacards = 3<br />
| portrait =P4U_Chie_Portrait.png<br />
| icon =P4AU_Chie_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Attacks==<br />
===5A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5A |name=<br />
|damage=180 |p1=400 |p2=200 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Body |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=8 |onBlock=-1<br />
|blockstun=9 |hitstop=10<br />
|groundHit=13 |airHit=15 |groundCH=25 |airCH=35<br />
|images=P4Arena_Chie_5A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5AA Normal===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5AA Normal |name=<br />
|damage=260×2 |p1=0 |p2=100 |smp=50<br />
|level=3 |cancel=SpSO |attribute=Body |guard=All |invuln=<br />
|startup=7 |active=3(3)6 |recovery=11 |onBlock=-2<br />
|blockstun=14 |hitstop=12, 3<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4AU_Chie_5AA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5AAA Normal===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5AAA Normal |name=<br />
|damage=400×3 |p1=200 |p2=200 |smp=50<br />
|level=4 |cancel=SpSO |attribute=Body |guard=All |invuln=<br />
|startup=10 |active=2(12)3(10)3 |recovery=19 |onBlock=-5<br />
|blockstun=16 |hitstop=9<br />
|groundHit=17×2, Launch |airHit=19×2, 19 + WBounce 25 |groundCH=29×2, Launch |airCH=39×2, 39 + WBounce 25<br />
|images=P4AU_Chie_5AAA.png;P4AU_Chie_5AAA_2.png<br />
|hitboxes=<br />
|notes=On third hit, opponent experiences only 3F hitstop on hit/counter hit;<br />
}}<br />
===5AA Shadow===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5AA Shadow |name=<br />
|damage=250×6 |p1=0 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSO |attribute=Body |guard=All |invuln=<br />
|startup=9 |active=2(4)2(4)2(4)2(4)2(4)2 |recovery=21 |onBlock=-8<br />
|blockstun=14 |hitstop=1<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_5AA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5AAA Shadow===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5AAA Shadow |name=<br />
|damage=600×2 |p1=200 |p2=200 |smp=50<br />
|level=3 |cancel=JSpSO |attribute=Body |guard=All |invuln=<br />
|startup=5 |active=3, 3 |recovery=15 |onBlock=-3<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_5AAA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5B |name=<br />
|damage=550 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSOD |attribute=Body |guard=All |invuln=<br />
|startup=7 |active=4 |recovery=18 |onBlock=-7<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_5B.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -5 on block;Backdash Cancel is -4 on block<br />
}}<br />
===2A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=2A |name=<br />
|damage=200 |p1=500 |p2=100 |smp=50<br />
|level=1 |cancel=SpSO |attribute=Foot |guard=Low |invuln=<br />
|startup=7 |active=2 |recovery=12 |onBlock=-3<br />
|blockstun=10 |hitstop=9<br />
|groundHit=11 |airHit=13 |groundCH=23 |airCH=25<br />
|images=P4Arena_Chie_2A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=2B |name=<br />
|damage=400 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSOD |attribute=Body |guard=Air Unblockable |invuln=8~11 H<br />
|startup=10 |active=2 |recovery=30 |onBlock=-17<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_2B.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -5 on block;Backdash Cancel is -4 on block<br />
}}<br />
===j.A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=200 |p2=100 |smp=50<br />
|level=1 |cancel=CJSpSO |attribute=Head |guard=High |invuln=<br />
|startup=5 |active=4 |recovery=10 |onBlock=<br />
|blockstun=10 |hitstop=9<br />
|groundHit=11 |airHit=13 |groundCH=23 |airCH=25<br />
|images=P4Arena_Chie_jA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=j.B |name=<br />
|damage=400 |p1=200 |p2=100 |smp=50<br />
|level=2 |cancel=JSpSO |attribute=Head |guard=High |invuln=<br />
|startup=8 |active=3 |recovery=13 |onBlock=<br />
|blockstun=12 |hitstop=10<br />
|groundHit=13 |airHit=15 |groundCH=25 |airCH=27<br />
|images=P4Arena_Chie_jB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.BB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=j.BB |name=<br />
|damage=600 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSO |attribute=Head |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_jBB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.2B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=j.2B |name=<br />
|damage=600 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSO |attribute=Head |guard=High |invuln=<br />
|startup=9 |active=3 |recovery=12 |onBlock=<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_jBB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===All Out Attack===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=5AB |name=All Out Attack<br />
|damage=300 |p1=0 |p2=800 |smp=10000<br />
|level=5 |cancel=O |attribute=Body |guard=H |invuln=10~26 Guard Strike<br />
|startup=26 |active=1 |recovery=32 |onBlock=-14<br />
|blockstun=18 |hitstop=13<br />
|groundHit=Spin 31 |airHit=31 + GBounce |groundCH=Spin 43 |airCH=51 + GBounce<br />
|images=P4Arena_Chie_AOA.png<br />
|hitboxes=<br />
|notes=Airborne frames 9-25<br />
}}<br />
<br />
===Sweep===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=normal<br />
|input=2AB |name=Sweep<br />
|damage=600 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=JSpSO |attribute=Foot |guard=Low |invuln=4~11 C<br />
|startup=9 |active=3 |recovery=20 |onBlock=-8<br />
|blockstun=14 |hitstop=11<br />
|groundHit=Launch |airHit=23 |groundCH=Launch |airCH=43<br />
|images=P4Arena_Chie_Sweep.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
<br />
==Persona Attacks==<br />
===5C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=5C |name=<br />
|damage=800 |p1=200 |p2=100 |smp=50<br />
|level=4 |cancel=JSpSOD |attribute=Body |guard=All |invuln=Persona 1~Until Active All<br />
|startup=12 |active=3 |recovery=31 |onBlock=-16<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=23 |groundCH=29 |airCH=43<br />
|images=P4Arena_Chie_5C.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -3 on block;<br />
}}<br />
===5D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=5D |name=<br />
|damage=50x3, 1150 |p1=400 |p2=100 |smp=1000<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=<br />
|startup=39 |active=2(3)2(6)2(11)3 |recovery=Total 61 |onBlock=+20<br />
|blockstun=16 |hitstop=1x3, 8<br />
|groundHit=17×3, Launch |airHit=19×3, 19 + WBounce 30 |groundCH=29x3, Launch |airCH=39x3, 39 + WBounce 30<br />
|images=P4Arena_Chie_5D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5DD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=5DD |name=<br />
|damage=50×3, 50×15, 200 |p1=400 |p2=100 |smp=1000<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=<br />
|startup=39 |active=2(3)2(6)2(7)2×15(9)3 |recovery=Total 61 |onBlock=+63<br />
|blockstun=16×18, 13 |hitstop=0/+1×3, 0×15, 0/+8<br />
|groundHit=17×18, Launch |airHit=19×18, 19 + WStick 25 |groundCH=29×18, Launch |airCH=39×18, 39 + WStick 25<br />
|images=P4Arena_Chie_5D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=2C |name=<br />
|damage=600×2 |p1=300 |p2=300 |smp=1000<br />
|level=4 |cancel=SpSOD |attribute=Body |guard=All |invuln=Persona 1~Until Active All<br />
|startup=19 |active=3(7)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |hitstop=1/+8, 8<br />
|groundHit=17, Launch |airHit=19, 29 |groundCH=29, Launch |airCH=39, 49<br />
|images=P4AU_Chie_2C.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -3 on block;First hit Freezes opponent for 40F on hit;<br />
}}<br />
===2D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=2D |name=<br />
|damage=50, 1050 |p1=400 |p2=100 |smp=1000<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=<br />
|startup=26 |active=7(11)3 |recovery=Total 56 |onBlock=+8<br />
|blockstun=16 |hitstop=0/+1, 0/+8<br />
|groundHit=17, Launch |airHit=19, 19 + WBounce 30 |groundCH=29, Launch |airCH=39, 39 + WBounce 30<br />
|images=P4Arena_Chie_5DD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2DD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=2DD |name=<br />
|damage=50, 50×15, 200 |p1=400 |p2=100 |smp=1000<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=<br />
|startup=26 |active=2(7)2×15(9)3 |recovery=Total 56 |onBlock=+40<br />
|blockstun=16×16, 13 |hitstop=0/+1, 0×15, 0/+8<br />
|groundHit=17×16, Launch |airHit=19×16, 19 + WStick 25 |groundCH=29×16, Launch |airCH=39×16, 39 + WStick 25<br />
|images=P4Arena_Chie_5DD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=j.C |name=<br />
|damage=700 |p1=200 |p2=100 |smp=300<br />
|level=3 |cancel=JSpSO |attribute=Body |guard=All |invuln=Persona 1~Until Active All<br />
|startup=11 |active=4 |recovery=11 |onBlock=<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4Arena_Chie_jC.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=persona<br />
|input=j.D |name=<br />
|damage=100×12, 450 |p1=500* |p2=100* |smp=50<br />
|level=3×12, 4 |cancel= |attribute=Head |guard=All |invuln=<br />
|startup=24 |active=2×12(13)3 |recovery=Total 52 |onBlock=<br />
|blockstun=11×12, 13 |hitstop=0×12, 0/+12<br />
|groundHit=15×12, 17 |airHit=17, 19 |groundCH=27×12, 29 |airCH=37, 39<br />
|images=P4Arena_Chie_jD.png<br />
|hitboxes=<br />
|notes=P1 = 0 if aimed upward;P2 = 600 if aimed upward;<br />
}}<br />
<br />
==Univesal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=CD |name=Ground Throw<br />
|damage=0,0,1400 |p1=0 |p2=1000 |smp=50<br />
|level=0, 1, 4 |cancel=SO |attribute=Throw |guard=Throw |invuln=<br />
|startup=5 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |hitstop=0×2, 6<br />
|groundHit=Down 30 |airHit= |groundCH=Down 30 |airCH=<br />
|images=P4Arena_Chie_GroundThrow.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=j.CD |name=Air Throw<br />
|damage=0,1600 |p1=0 |p2=1200 |smp=50<br />
|level=0, 4 |cancel=O |attribute=Throw |guard=Throw |invuln=<br />
|startup=4 |active=3 |recovery=12 |onBlock=<br />
|blockstun= |hitstop=0, 12<br />
|groundHit= |airHit=Down 50 |groundCH= |airCH=Down 55<br />
|images=P4Arena_Chie_AirThrow.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===BD Catch===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=BD Catch |name=High Counter<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=1~9 Guard All<br />
|startup= |active= |recovery=Total 24 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4Arena_Chie_BD.png<br />
|hitboxes=<br />
|notes=Fatal Recovery;<br />
}}<br />
===BD Attack===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=BD Attack |name=High Counter<br />
|damage=500, 300×4 |p1=1000 |p2=100 |smp=50<br />
|level=2, 4 |cancel=S |attribute=Body |guard=Low, All |invuln=1~19 All<br />
|startup=7 |active=2(10)2(6)2(6)2(6)2 |recovery=18+15L |onBlock=-24<br />
|blockstun=15, 19×4 |hitstop=7, 11×4<br />
|groundHit=Launch |airHit=18, 22×4 |groundCH=Launch |airCH=30, 42×4<br />
|images=P4Arena_Chie_BD2.png<br />
|hitboxes=<br />
|notes=<br />
}} <br />
===j.BD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=j.BD |name=High Counter<br />
|damage=320×4 |p1=1000 |p2=100 |smp=50<br />
|level=4 |cancel=S |attribute=Head |guard=All |invuln=1~7 All<br />
|startup=6 |active=2(6)2(6)2(6)2 |recovery=Until L+15 |onBlock=<br />
|blockstun=15, 19×4 |hitstop=7, 11×4<br />
|groundHit=Launch |airHit=18, 22×4 |groundCH=Launch |airCH=30, 42×4<br />
|images=P4Arena_Chie_BD2.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Guard Cancel Attack===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input=6AB |name=Guard Cancel Attack<br />
|damage=0 |p1= |p2= |smp=<br />
|level=4 |cancel= |attribute=Body |guard=All |invuln=1~?? Guard All<br />
|startup=15 |active=6 |recovery=30 |onBlock=-19<br />
|blockstun=16 |hitstop=12<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=29<br />
|images=P4Arena_Chie_5B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=other<br />
|input= |name=Dash Cancel<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 19 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Skill Attacks==<br />
===236A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236A |name=Rampage<br />
|damage=200×3 |p1=100 |p2=300 |smp=50<br />
|level=3, 2×2 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=11 |active=2(6)3(6)3 |recovery=3+17L |onBlock=-8<br />
|blockstun=14 |hitstop=4<br />
|groundHit=17, 15×2 |airHit=17 |groundCH=29, 27×2 |airCH=37<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236A |name=Rampage<br />
|damage=200×N |p1=100 |p2=200 |smp=50<br />
|level=2 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=6 |active=2(6)3(6)3... |recovery=17L |onBlock=-8<br />
|blockstun=14 |hitstop=4<br />
|groundHit=17, 15×(N-1) |airHit=17 |groundCH=29, 27×(N-1) |airCH=37<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236B |name=Rampage<br />
|damage=200×5 |p1=100 |p2=300 |smp=50<br />
|level=4 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=19 |active=2(6)3(6)3(6)3(6)3 |recovery=1+13L |onBlock=+2<br />
|blockstun=18 |hitstop=4<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236B |name=Rampage<br />
|damage=200×N |p1=100 |p2=300 |smp=50<br />
|level=2 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=9 |active=2(6)3(6)3... |recovery=13L |onBlock=<br />
|blockstun=18 |hitstop=4<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236AB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236AB |name=Rampage<br />
|damage=200×6 |p1=100 |p2=300 |smp=500<br />
|level=4 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=12 |active=2(4)2(4)2(4)2(4)2(4)2 |recovery=11L |onBlock=+6<br />
|blockstun=18 |hitstop=4<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236AB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236AB |name=Rampage<br />
|damage=200×N |p1=100 |p2=300 |smp=500<br />
|level=4 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=7 |active=2(4)2(4)2... |recovery=Until L+11 |onBlock=<br />
|blockstun=18 |hitstop=4<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Rampage.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Rampage > 236A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=Rampage > 236A |name=Skull Cracker<br />
|damage=400, 200 |p1=300 |p2=100 |smp=200<br />
|level=4 |cancel=SO |attribute=Body, Foot |guard=High, Low |invuln=<br />
|startup=6 |active=2(9)3 |recovery=26 |onBlock=-12<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17, Launch |airHit=19 + Down 20, 35 |groundCH=29, Launch |airCH=39 + Down 20, 55<br />
|images=P4Arena_Chie_SkullCracker.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Rampage > 236B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=Rampage > 236B |name=Skull Cracker<br />
|damage=500, 300 |p1=300 |p2=100 |smp=200<br />
|level=4 |cancel=SO |attribute=Body, Foot |guard=High ,Low |invuln=<br />
|startup=10 |active=2(9)3 |recovery=21 |onBlock=-7<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17, Launch |airHit=19 + Down 20, 39 |groundCH=29, Launch |airCH=39 + Down 20, 59<br />
|images=P4Arena_Chie_SkullCracker.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===Rampage > 236AB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=Rampage > 236AB |name=Skull Cracker<br />
|damage=500, 500 |p1=300 |p2=100 |smp=200<br />
|level=4 |cancel=SO |attribute=Body, Foot |guard=High ,Low |invuln=<br />
|startup=5 |active=2(9)3 |recovery=21 |onBlock=-7<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17, Launch |airHit=19 + Down 20, 42 |groundCH=29, Launch |airCH=39 + Down 20, 62<br />
|images=P4Arena_Chie_SkullCracker.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236C |name=Dragon Kick<br />
|damage=2000 |p1=800 |p2=300 |smp=50<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=18 |active=12 |recovery=23+15L |onBlock=-35<br />
|blockstun=18 |hitstop=9<br />
|groundHit=Launch |airHit=51 + WBounce |groundCH=Launch |airCH=71 + WBounce<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236C |name=Dragon Kick<br />
|damage=1600 |p1=800 |p2=300 |smp=50<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=14 |active=12 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |hitstop=9<br />
|groundHit=Launch |airHit=51 + WBounce |groundCH=Launch |airCH=71 + WBounce<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236D |name=Dragon Kick<br />
|damage=2500 |p1=800 |p2=300 |smp=50<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=30 |active=18 |recovery=23+15 after landing |onBlock=<br />
|blockstun=18 |hitstop=9<br />
|groundHit=Launch |airHit=61 + WBounce |groundCH=Launch |airCH=81 + WBounce<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236D |name=Dragon Kick<br />
|damage=2000 |p1=800 |p2=300 |smp=50<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=17 |active=16 |recovery=15L |onBlock=<br />
|blockstun=18 |hitstop=9<br />
|groundHit=Launch |airHit=61 + WBounce |groundCH=Launch |airCH=81 + WBounce<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=236CD |name=Dragon Kick<br />
|damage=2500 |p1=800 |p2=300 |smp=200<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=30 |active=12 |recovery=9+9L |onBlock=<br />
|blockstun=18 |hitstop=13<br />
|groundHit=- |airHit=47 |groundCH=- |airCH=67<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=j.236CD |name=Dragon Kick<br />
|damage=2000 |p1=800 |p2=300 |smp=200<br />
|level=5 |cancel=SO |attribute=Head |guard=All |invuln=<br />
|startup=13 |active=12 |recovery=9+9L |onBlock=<br />
|blockstun=18 |hitstop=13<br />
|groundHit=- |airHit=47 |groundCH=- |airCH=67<br />
|images=P4Arena_Chie_DragonKick.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214A |name=Herculean Strike<br />
|damage=600 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute=Chest |guard=All |invuln=<br />
|startup=11 |active=6 |recovery=23 |onBlock=-11 ~ -6<br />
|blockstun=17 |hitstop=11<br />
|groundHit=Lauch |airHit=30 |groundCH=Launch |airCH=50<br />
|images=P4AU_Chie_LungePunch.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===214B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214B |name=Herculean Strike<br />
|damage=1000 |p1=100 |p2=300 |smp=50<br />
|level=5 |cancel=SO |attribute=Chest |guard=All |invuln=1~20 T<br />
|startup=25 |active=9 |recovery=21 |onBlock=-8 ~ +0<br />
|blockstun=21 |hitstop=13<br />
|groundHit=Launch |airHit=45 |groundCH=Launch |airCH=65 + WBounce<br />
|images=P4AU_Chie_LungePunch.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214AB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214AB |name=Herculean Strike<br />
|damage=1000, 1100 |p1=300 |p2=100 |smp=50<br />
|level=5 |cancel=SO |attribute=Chest |guard=All |invuln=7~27 P<br/>1~14 T<br />
|startup=17 |active=10,1 |recovery=15 |onBlock=+3<br />
|blockstun=18 |hitstop=3<br />
|groundHit=Launch |airHit=41 |groundCH=Launch |airCH=61<br />
|images=P4AU_Chie_LungePunch.png<br />
|hitboxes=<br />
|notes=On hit, first hit launches opponent too far for second hit to connect generally;On hit 13F hitstop;<br />
}}<br />
<br />
===214C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214C |name=Black Spot<br />
|damage=1000 |p1=0 |p2=100 |smp=50<br />
|level=4 |cancel=SO |attribute=Projectile+Chest |guard=All |invuln=<br />
|startup=13 [11]|active=12 |recovery=24 |onBlock=-7<br />
|blockstun=16 |hitstop=0/+12<br />
|groundHit=Launch |airHit=24 |groundCH=Launch |airCH=44<br />
|images=P4Arena_Chie_BlackSpot.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -6 on block;Fatal Counter;Values in [] are when canceled into from other special attacks;<br />
}}<br />
<br />
===214D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214D |name=Black Spot<br />
|damage=1200 |p1=0* |p2=100 |smp=50<br />
|level=5 |cancel=SO |attribute=Projectile+Chest |guard=All |invuln=<br />
|startup=26 [22] |active=12 |recovery=18 |onBlock=+5<br />
|blockstun=21 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 |groundCH= |airCH=81 WBounce 60<br />
|images=P4Arena_Chie_BlackSpot.png<br />
|hitboxes=<br />
|notes=Dash Cancel is +0 on block;Fatal Counter;P1 is 800 on Counter Hit;Startup is 22 when canceled into from other special attacks;<br />
}}<br />
===214[D]===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214[D] |name=Black Spot<br />
|damage=1200 |p1=0* |p2=100 |smp=50<br />
|level=5 |cancel=SO |attribute=Projectile+Chest |guard=All |invuln=<br />
|startup=55 [51]|active=12 |recovery=11 |onBlock=+12<br />
|blockstun=21 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 |groundCH= |airCH=81 WBounce 60<br />
|images=P4Arena_Chie_BlackSpot.png<br />
|hitboxes=<br />
|notes=Dash Cancel is +7 on block;Fatal Counter;P1 is 800 on Counter Hit;Startup is 51 when canceled into from other special attacks;Becomes fully charged after 35 [31] frames<br />
}}<br />
<br />
===214CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=special<br />
|input=214CD |name=Black Spot<br />
|damage=1400 |p1=0 |p2=100 |smp=50<br />
|level=5 |cancel=SO |attribute=Projectile+Chest |guard=All |invuln=9~32 Guard Strike<br />
|startup=21 |active=12 |recovery=15 |onBlock=+5<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 |groundCH= |airCH=81 + WBounce 60<br />
|images=P4Arena_Chie_BlackSpot.png<br />
|hitboxes=<br />
|notes=Dash Cancel is +0 on block;Fatal Counter;<br />
}}<br />
<br />
<br clear=all/><br />
<br />
==SP Skill Attacks==<br />
===236236A===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236A |name=Power Charge<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 4+(50 Flash)+0 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4Arena_Chie_PowerCharge.png<br />
|hitboxes=<br />
|notes=Adds 1 level of Power Charge and replenishes charges to max;Level 1 applies Fatal Counter property to all specials;Power Charge itself adds a damage multiplier to all special moves, B normals, AoA, Sweep, 5AA, and 5AAA;values are as follows: Lv.1 = 1.2, Lv.2 = 1.4, Lv.3 = 2.0;Level 1 has 9 charges and each of the aforementioned moves uses 1 stock (even multihit moves);Using Agneyastra or God's Hand immediately consumes all charges<br />
}}<br />
<br />
===236236B===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236B |name=Power Charge<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup=5 |active= |recovery=Total 4+(50 Flash)+20 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4Arena_Chie_PowerCharge.png<br />
|hitboxes=<br />
|notes=Adds 2 levels of Power Charge and replenishes charges to max;Level 2 applies Fatal Counter property to all affected moves;Power Charge itself adds a damage multiplier to all special moves, B normals, AoA, Sweep, 5AA, and 5AAA;values are as follows: Lv.1 = 1.2, Lv.2 = 1.4, Lv.3 = 2.0;Level 2 has 9 charges and each of the aforementioned moves uses 1 stock (even multihit moves);Using Agneyastra or God's Hand immediately consumes all charges<br />
}}<br />
===236236AB===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236AB |name=Power Charge<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=Total 4+(50 Flash)+30|onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4Arena_Chie_PowerCharge.png<br />
|hitboxes=<br />
|notes=Adds 3 levels of Power Charge and replenishes charges to max;Level 3 applies Fatal Counter property to all affected moves;Power Charge itself adds a damage multiplier to all special moves, B normals, AoA, Sweep, 5AA, and 5AAA;values are as follows: Lv.1 = 1.2, Lv.2 = 1.4, Lv.3 = 2.0;Level 3 has 5 charges and each of the aforementioned moves uses 1 stock (even multihit moves);Using Agneyastra or God's Hand immediately consumes all charges<br />
}}<br />
<br />
===236236C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236C |name=God's Hand<br />
|damage=2500 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Body |guard=High |invuln=1~22 All<br />
|startup=3+(50 Flash)+11 |active=6 |recovery=Total 61 |onBlock=-16<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 + Down 30 |groundCH=Launch |airCH= 41 + Down 30<br />
|images=P4Arena_Chie_GodsHand.png<br />
|hitboxes=<br />
|notes=Fatal Recovery; Minimum Damage 1000;<br />
}}<br />
===236236D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236D |name=God's Hand<br />
|damage=2800 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute=Body |guard=High |invuln=1~30 All<br />
|startup=3+(42 Flash)+19 |active=6 |recovery=Total 69 |onBlock=-16<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 + Down 30 |groundCH=Launch |airCH= 41 + Down 30<br />
|images=P4Arena_Chie_GodsHand.png<br />
|hitboxes=<br />
|notes=Fatal Recovery; Minimum Damage 1120;<br />
}}<br />
===236236CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=236236CD |name=God's Hand<br />
|damage=2000, 800 |p1=1000, 1000 |p2=500?, 100 |smp=50, 50<br />
|level=5 |cancel=O |attribute=Body |guard=H |invuln=1~30 All<br />
|startup=3+(42 Flash)+19 |active=6(27)6 |recovery=Total 102 |onBlock=-16<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=21 + Down 30 |groundCH=Launch |airCH= 41 + Down 30<br />
|images=P4Arena_Chie_GodsHand.png<br />
|hitboxes=<br />
|notes=Fatal Recovery; Minimum Damage 900, 360 (1260);<br />
}}<br />
<br />
==Awakened SP Skill Attacks==<br />
<br />
===214214C===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=214214C |name=Agneyastra<br />
|damage=500×10 |p1=0 |p2=600 |smp=500<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~12 All<br />
|startup=10+(40 Flash)+9~ |active=X(10)X(5)X(10)X(5)X(10)X(5)X(10)X(5)X(10)X |recovery=Total 35 |onBlock=<br />
|blockstun=18 |hitstop=0<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Agneyastra.png<br />
|hitboxes=<br />
|notes=Chie is is recovery until landing;Minimum Damage 150×10 (1500);<br />
}}<br />
===214214D===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=214214D |name=Agneyastra<br />
|damage=500×10 |p1=0 |p2=600 |smp=500<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1~11 All<br />
|startup=10+(41 Flash)+15~ |active=X(10)X(5)X(10)X(5)X(10)X(5)X(10)X(5)X(10)X |recovery=Total 34 |onBlock=<br />
|blockstun=18 |hitstop=0<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Agneyastra.png<br />
|hitboxes=<br />
|notes=Chie is is recovery until landing;Minimum Damage 150×10 (1500);<br />
}}<br />
===214214CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=super<br />
|input=214214CD |name=Agneyastra<br />
|damage=500×12 |p1=0 |p2=600 |smp=500<br />
|level=5 |cancel=O |attribute=Projectile |guard=All |invuln=1-11 All<br />
|startup=14+(41 Flash)+7~ |active=X(5)X(5)X(10)X(5)X(10)X(5)X(10)X(5)X(5)X(10)X(5)X |recovery=34 Total |onBlock=<br />
|blockstun=18 |hitstop=0<br />
|groundHit=19 |airHit=21 |groundCH=31 |airCH=41<br />
|images=P4Arena_Chie_Agneyastra.png<br />
|hitboxes=<br />
|notes=Chie is is recovery until landing;Minimum Damage 150×12 (1800);<br />
}}<br />
<br />
==Instant Kill==<br />
===222CD===<br />
{{MoveData-P4U2 |character=Chie Satonaka |type=instant kill<br />
|input=222CD |name=Galactic Punt<br />
|damage=K.O. |p1=0 |p2=100 |smp=50<br />
|level=5 |cancel= |attribute=Projectile, Body |guard=All |invuln=1~89 All<br />
|startup=12+(30 Flash)+51 |active=18 |recovery=70 |onBlock=-62<br />
|blockstun=18 |hitstop=0/+7<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4Arena_Chie_GalacticPunt.png;P4Arena_Chie_GalacticPunt2.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=293164P4U2R/Chie Satonaka/Combos2022-07-01T19:58:30Z<p>Elite Soba: Oops wrong order for the dragon kicks</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|4|j.236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=290628P4U2R/Chie Satonaka/Combos2022-06-29T03:56:13Z<p>Elite Soba: Instant Skull Cracker section</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How does {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} (Instant Skull Cracker) work?<br/><br />
A: {{clr|1|236A}}+{{clr|2|B}} preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. {{clr|2|B Skull Cracker}} is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do {{clr|1|2A}} on landing. It's typically done after an aerial like {{clr|2|j.B}} or {{clr|2|j.2B}}, which also provides enough blockstun that the opponent can't DP out of the 50/50.<br/><br />
The inputs here are a bit tricky, as the 236 input from the SB Rampage ''can'' also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|B}} '''OR''' {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}}. This is somewhat unfortunate because if you pick the wrong one, you'll get {{clr|1|236A}}+{{clr|2|B}} > nothing/sometimes 5B or {{clr|1|236A}}+{{clr|2|B}} > {{clr|2|B Power Charge}} respectively, and neither are particularly desirable.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=290620P4U2R/Chie Satonaka/Combos2022-06-29T03:43:23Z<p>Elite Soba: oh hey my least favorite matchups also coincidentally have the corner BnB drop on them</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
<br />
'''In the corner, {{clr|2|B Skull Cracker}} > {{clr|3|5C}} > {{clr|3|2C(1)}} has consistency issues against these characters and will result in 2 hit {{clr|3|2C}} rather frequently:'''<br />
* Adachi<br />
* Sho<br />
* Minazuki<br />
* Kanji (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Ken (Sometimes. Microdash {{clr|3|5C}} addresses many consistency issues)<br />
* Yukari (Sometimes. Has different consistency issues from Kanji and Ken)<br />
Against these characters, insert {{clr|2|214B}} or {{clr|2|5B}} before the {{clr|3|5C}} (This may require adjusting earlier parts of the combo to account for the added proration)<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=289290P4U2R/Chie Satonaka/Strategy2022-06-27T17:54:11Z<p>Elite Soba: 214D section</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react to slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|4|214D}} - {{clr|4|214D}} is +5 and +0 on dash cancel, which makes it a viable reset point<br />
** In addition to the aforementioned far spaced {{clr|3|5C}}, it can also be canceled into from most specials, like {{clr|1|214A}}<br />
** Dash cancel {{clr|1|5A}} is fairly hard to challenge for many characters<br />
** It's a chest attribute projectile so it can lose to sweeps depending on spacing and various projectile counter options<br />
** Also leaves a sizeable gap for mashes, and can be roll punished<br />
** Threatening {{clr|3|214C}}+{{clr|4|D}} instead makes it scary to challenge with mashes<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Marie/Combos&diff=289226P4U2R/Marie/Combos2022-06-27T16:13:26Z<p>Elite Soba: adding the buttface/mayuge doc</p>
<hr />
<div><center>{{Character Label|P4U2.5|Marie|36px|P4AU_Marie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
==Midscreen==<br />
Combos: http://www.dustloop.com/forums/index.php?/forums/topic/9444-p4au-marie-combo-thread-updated-41315/<br/><br />
This combo list is a stub, reference the document above.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Difficulty !! Notes !! Doesn't Work On !! Video<br />
|-<br />
| {{clr|1|5AAAA}} || Any || 1290 || +22 SP || {{clr|2|Easy}} || Auto Combo || N/A || Soon<br />
|-<br />
| {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|236C}}* || Any || 1530 || +14 SP || {{clr|2|Easy}} || Basic BnB. *Replace End with 236A for a safejump. || Aigis, Naoto, Rise, Labrys, Shabrys || Soon<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|2A}}{{clr|2|B}} > {{clr|3|236C}} || Any || 1361 || +13 SP || {{clr|2|Easy}} || Variation for the characters it didn't work on before. || N/A || Soon<br />
|-<br />
| {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}(2) > {{clr|3|236236C}}~[X] || Any || 2612(2729) || -36 SP || {{clr|2|Easy}} || Increased damage in Sun (Hold down A) || Aigis, Naoto, Rise, Labrys, Shabrys || Soon<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}(2) > {{clr|3|236236C}}~[X] || Any || 2595(2649) || -37 SP || {{clr|2|Easy}} || Increased damage in Sun (Hold down A) || N/A || Soon<br />
|-<br />
|}<br />
<br />
==Midscreen to Corner==<br />
<br />
<br />
==Corner Only==<br />
<br />
==Video Examples==<br />
{{#ev:youtube|s3IKHg6uuXo}}<br />
{{#ev:youtube|G9FcCn_cWbs}}<br />
{{#ev:youtube|-g3DiZdeFv4}}<br />
<br />
==External References==<br />
<br />
https://private-coin-db5.notion.site/P4U2-ver-2-50-Marie-Combo-Doc-df697128415240fd982b568c133e2fda<br />
<br />
<br clear=all/><br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Marie|36px|P4AU_Marie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Marie/Data&diff=289225P4U2R/Marie/Data2022-06-27T16:06:07Z<p>Elite Soba: Manual 214CD detonation is different</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks |charMainPage=P4U2.5/Marie |videos=http://horibuna.web.fc2.com/P4U2/index.html |forums=http://www.dustloop.com/forums/index.php?/forums/forum/305-marie/<br />
|discord=<br />
|matchups=P4U2.5/Marie/Matchups<br />
|resources={{PAGENAME}}<br />
}}<section end=Links/><br />
<br />
==System Data==<br />
{{P4U2-character<br />
| name =Marie<br />
| health =9,000<br />
| prejump = 3F<br />
| backdash = 20F (1~6F Inv All)<br />
| comborate = 65%<br />
| personacards = 5<br />
| portrait =P4U2_Marie_Portrait.png<br />
| icon =P4AU_Marie_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normals==<br />
===5A===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5A |name=<br />
|damage=200 |p1=400 |p2=200 |smp=50<br />
|level=2 |cancel=CSpJO |attribute=Foot |guard=Low |invuln=<br />
|startup=6 |active=3 |recovery=13 |onBlock=-3<br />
|blockstun=12 |hitstop=10<br />
|groundHit=13 |airHit=15 |groundCH=25 |airCH=27<br />
|images=P4AU_Marie_5A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5AA===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5AA |name=<br />
|damage=400 |p1=0 |p2=100 |smp=50<br />
|level=4 |cancel=CSpO |attribute=Body |guard=All |invuln=5~15 Foot<br />
|startup=10 |active=6 |recovery=18 |onBlock=-2<br />
|blockstun=21 |hitstop=12<br />
|groundHit=24 |airHit=26 |groundCH=36 |airCH=46<br />
|images=P4AU_Marie_5AA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5AAA===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5AAA |name=<br />
|damage=1000 |p1=200 |p2=200 |smp=50<br />
|level=4 |cancel=CSpO |attribute= |guard=All |invuln=<br />
|startup=11 |active=3 |recovery=15 |onBlock=-1<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=19 + GBounce |groundCH=29 |airCH=39 + GBounce<br />
|images=P4AU_Marie_5AAA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5B===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5B |name=<br />
|damage=500 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Chest |guard=All |invuln=<br />
|startup=10 |active=3 |recovery=23+9L |onBlock=-20<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_5B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===5BB===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5BB |name=<br />
|damage=600 |p1=200 |p2=100 |smp=1000<br />
|level=4 |cancel=CSp(J)O |attribute=Head |guard=All |invuln=<br />
|startup=11 |active=4 |recovery=8+8L |onBlock=-3<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=21 + GBounce |groundCH=29 |airCH=41 + GBounce<br />
|images=P4AU_Marie_5BB.png<br />
|hitboxes=<br />
|notes=Fatal Counter;<br />
}}<br />
===2A===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=2A |name=<br />
|damage=160 |p1=500 |p2=100 |smp=50<br />
|level=1 |cancel=CSpO |attribute=Foot |guard=Low |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=-1<br />
|blockstun=10 |hitstop=9<br />
|groundHit=11 |airHit=13 |groundCH=23 |airCH=25<br />
|images=P4AU_Marie_2A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2B===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=2B |name=<br />
|damage=200 |p1=300 |p2=100 |smp=<br />
|level=3 |cancel=CSpJO |attribute=Body |guard=Air Unblockable |invuln=7~11 Head<br />
|startup=9 |active=3 |recovery=20 |onBlock=-11<br />
|blockstun=14 |hitstop=11<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_2B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=j.A |name=<br />
|damage=200 |p1=200 |p2=100 |smp=50<br />
|level=1 |cancel=CSpJO |attribute=Head |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=10 |hitstop=9<br />
|groundHit=11 |airHit=13 |groundCH=23 |airCH=25<br />
|images=P4AU_Marie_jA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.B===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=j.B |name=<br />
|damage=400 |p1=200 |p2=100 |smp=50<br />
|level=3 |cancel=CSpJO |attribute=Head |guard=High |invuln=<br />
|startup=10 |active=3 |recovery=15 |onBlock=<br />
|blockstun=14 |hitstop=12<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_jB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.2B===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=j.2B |name=<br />
|damage=500 |p1=200 |p2=100 |smp=1000<br />
|level=4 |cancel= |attribute= |guard=High |invuln=<br />
|startup=12 |active=4 |recovery=19 [] |onBlock=<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=19 |groundCH=29 |airCH=39<br />
|images=P4AU_Marie_j2B.png<br />
|hitboxes=<br />
|notes=On hit/block, bounces off opponent, recovery is 21F (but technically first 2F are still active and can hit other opponents);<br />
}}<br />
===Sweep===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=2AB |name=Sweep<br />
|damage=700 |p1=200 |p2=100 |smp=50<br />
|level=4 |cancel=SpO |attribute= |guard=Low |invuln=3~12 Chest<br />
|startup=10 |active=3 |recovery=18 |onBlock=-4<br />
|blockstun=16 |hitstop=12<br />
|groundHit=Launch |airHit=27 |groundCH=Launch |airCH=47<br />
|images=P4AU_Marie_Sweep.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===All Out Attack===<br />
{{MoveData-P4U2 |character=Marie |type=normal<br />
|input=5AB |name=All Out Attack<br />
|damage=500 |p1=0 |p2=800 |smp=50<br />
|level=5 |cancel=O |attribute=Body |guard=High |invuln=10~29 Guard Strike<br />
|startup=29 |active=2 |recovery=31 |onBlock=-18<br />
|blockstun=18 |hitstop=13<br />
|groundHit=Spin 31 |airHit=31 + GBounce |groundCH=Spin 43 |airCH=51 + GBounce<br />
|images=P4AU_Marie_AOA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Persona Attacks==<br />
<br />
===5C===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=5C |name=<br />
|damage=700 |p1=200 |p2=100 |smp=<br />
|level=4 |cancel=CSp(J)DO |attribute=Body |guard=All |invuln=<br />
|startup=13 |active=4 |recovery=34 |onBlock=-21<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=19 |groundCH=29 |airCH=39<br />
|images=P4AU_Marie_5C.png<br />
|hitboxes=<br />
|notes=Dash Cancel is -5 on block;<br />
}}<br />
===5D===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=5D |name=<br />
|damage=400×3 |p1=400 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=?? |active=X(10)X(10)X |recovery=Total 49 |onBlock=<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_5D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2C===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=2C |name=<br />
|damage=900 |p1=300 |p2=100 |smp=500<br />
|level=4 |cancel=CSp(J)O |attribute=Body |guard=All |invuln=<br />
|startup=16 |active=3 |recovery=33 |onBlock=-19<br />
|blockstun=16 |hitstop=12<br />
|groundHit=17 |airHit=19 |groundCH=29 |airCH=39<br />
|images=P4AU_Marie_2C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===2D===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=2D |name=<br />
|damage=400×3 |p1=400 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=?? |active=X(10)X(10)X |recovery=Total 54 |onBlock=<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_2D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.C===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=j.C |name=<br />
|damage=400, 80×4 |p1=200 |p2=100 |smp=50<br />
|level=2 |cancel=CSp(J)O |attribute=Head |guard=All |invuln=<br />
|startup=13 |active=3×14 |recovery=6 |onBlock=<br />
|blockstun=12 |hitstop=1<br />
|groundHit=16 |airHit=15 |groundCH=26 |airCH=27<br />
|images=P4AU_Marie_jC.png<br />
|hitboxes=<br />
|notes=Max 5 hits;Opponent experiences 1F extra hitstop on hit/block;<br />
}}<br />
===j.D===<br />
{{MoveData-P4U2 |character=Marie |type=persona<br />
|input=j.D |name=<br />
|damage=400×3 |p1=400 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute=Projectile |guard=All |invuln=<br />
|startup=?? |active=X(10)X(10)X |recovery=Total 54 |onBlock=<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=15 |airHit=17 |groundCH=27 |airCH=37<br />
|images=P4AU_Marie_jD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===Ground Throw===<br />
{{MoveData-P4U2 |character=Marie |type=other<br />
|input=CD |name=Ground Throw<br />
|damage=0, 200, 100×3, 600 |p1=1000 |p2=100 |smp=50<br />
|level=0, 3×4, 4 |cancel=O |attribute=Throw |guard=Throw |invuln=<br />
|startup=5 |active=3 |recovery=25 |onBlock=<br />
|blockstun= |hitstop=0, 3×4, 11<br />
|groundHit=Launch 69 + WStick 30 |airHit= |groundCH=Launch 89 + WStick 30 |airCH=<br />
|images=P4AU_Marie_GroundThrow.png<br />
|hitboxes=<br />
|notes=Opponent is Shocked on hit for 180F;<br />
}}<br />
===Air Throw===<br />
{{MoveData-P4U2 |character=Marie |type=other<br />
|input=j.CD |name=Air Throw<br />
|damage=0, 200, 100×3, 900 |p1=1200 |p2= |smp=<br />
|level=0, 3×4, 4 |cancel=O |attribute=Throw |guard=Throw |invuln=<br />
|startup=4 |active=3 |recovery=20 |onBlock=<br />
|blockstun= |hitstop=0, 3×4, 11<br />
|groundHit= |airHit=69 + WBounce |groundCH= |airCH=89 + WBounce<br />
|images=P4AU_Marie_AirThrow.png<br />
|hitboxes=<br />
|notes=Opponent is Shocked on hit for 180F;<br />
}}<br />
<br />
===BD===<br />
{{MoveData-P4U2 |character=Marie |type=other<br />
|input=BD |name=Hot Lightning<br />
|damage=500, 100×4 |p1=1000 |p2=100 |smp=50<br />
|level=4 |cancel=S |attribute= |guard=All |invuln=1~15 All<br />
|startup=13 |active=3×5 |recovery=33+12L|onBlock=-25<br />
|blockstun=16 |hitstop=1/+6<br />
|groundHit=Launch |airHit=24 |groundCH=Launch |airCH=44<br />
|images=P4AU_Marie_BD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.BD===<br />
{{MoveData-P4U2 |character=Marie |type=other<br />
|input=BD |name=Hot Lightning<br />
|damage=500, 100×4 |p1=1000 |p2=100 |smp=50<br />
|level=4 |cancel=S |attribute= |guard=All |invuln=1~18 All<br />
|startup=16 |active=3×5 |recovery=Until L+12|onBlock=<br />
|blockstun=16 |hitstop=1/+6<br />
|groundHit=Launch |airHit=24 |groundCH=Launch |airCH=44<br />
|images=P4AU_Marie_BD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===Guard Cancel Attack===<br />
{{MoveData-P4U2 |character=Marie |type=other<br />
|input=6AB |name=Guard Cancel Attack<br />
|damage=0 |p1= |p2= |smp=<br />
|level=4 |cancel= |attribute= |guard=All |invuln=1~21 Guard Strike<br />
|startup=17 |active=3 |recovery=21+14L |onBlock=-21<br />
|blockstun=16 |hitstop=12<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=39<br />
|images=P4AU_Marie_5B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Skill Attacks==<br />
===236A===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236A |name=Run Amok<br />
|damage=600,300 |p1=500 |p2=100 |smp=500<br />
|level=4 |cancel= |attribute=Body, Head |guard=All,High |invuln=<br />
|startup=10 |active=6(20)2 |recovery=24 |onBlock=-4<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=39, 39 + GBounce |groundCH=Launch |airCH=59, 59 + GBounce<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236B===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236B |name=Run Amok<br />
|damage=700, 350 |p1=400 |p2=100 |smp=500<br />
|level=4 |cancel= |attribute=Body, Head |guard=All, High |invuln=<br />
|startup=22 |active=6(24)2 |recovery=24 |onBlock=-4<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=39, 39 + GBounce |groundCH=Launch |airCH=59, 59 + GBounce<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236AB===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236AB |name=Run Amok<br />
|damage=700, 350 |p1=400 |p2=100 |smp=500<br />
|level=4 |cancel= |attribute=Body, Head |guard=All, High |invuln=5~14 Guard Strike<br />
|startup=21 |active=6(24)2 |recovery=18 |onBlock=+2<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=39, 39 + GBounce |groundCH=Launch |airCH=59, 59 + GBounce<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236A===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=j.236A |name=Run Amok<br />
|damage=500, 250 |p1=300 |p2=100 |smp=50<br />
|level=4 |cancel= |attribute=Head |guard=All,High |invuln=<br />
|startup=10 |active=7(Until L-2)2 |recovery=22 |onBlock=-2<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=39, 39 + Down 17 |groundCH=Launch |airCH=59, 59 + Down 17<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236B===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=j.236B |name=Run Amok<br />
|damage=600, 300 |p1=300 |p2=100 |smp=50<br />
|level=4 |cancel= |attribute=Head |guard=All, High |invuln=<br />
|startup=10 |active=7(Until L-2)2 |recovery=22 |onBlock=-2<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=41, 41 + Down 17 |groundCH=Launch |airCH=61, 61 + Down 17<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===j.236AB===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=j.236AB |name=Run Amok<br />
|damage=600, 300 |p1=300 |p2=100 |smp=50<br />
|level=4 |cancel= |attribute=Head |guard=All, High |invuln=<br />
|startup=22 |active=7(Until L-2)2 |recovery=18 |onBlock=+2<br />
|blockstun=26, 21 |hitstop=12<br />
|groundHit=Launch |airHit=69, 69 + Down 17 |groundCH=Launch |airCH=89, 89 + Down 17<br />
|images=P4AU_Marie_RunAmok.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===214A/B===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214A/B |name=It's All Yours<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 48 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_ItsAllYours.png<br />
|hitboxes=<br />
|notes=Can cancel into followups 9F onwards;If no followup inputted, then immediately goes into followup after 48F;<br />
}}<br />
===214AB===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214AB |name=It's All Yours<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 39 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_ItsAllYours.png<br />
|hitboxes=<br />
|notes=Can cancel into followups 8F onwards;If no followup inputted, then immediately goes into followup after 39F;<br />
}}<br />
===214A > A===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214A > A |name=Dance, Fallen Angels<br />
|damage=200, 100×5 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute= |guard=All |invuln=<br />
|startup=53~169 |active=4{(4)4}×5 |recovery=Total 29 |onBlock=+96<br />
|blockstun=14 |hitstop=0/+3<br />
|groundHit=15 |airHit=32 |groundCH= |airCH=<br />
|images=P4AU_Marie_DanceFallenAngels.png<br />
|hitboxes=<br />
|notes=Gift only attacks after it gets in range or after 187F;Once in range attack starts up after 9F. Fastest startup is 53F;Pressing B instead of A will have the gift travel faster and farther;<br />
}}<br />
<br />
===214B > B===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214B > B |name=Memories of Grief<br />
|damage=700 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute= |guard=All |invuln=<br />
|startup=21 |active=60 |recovery=Total 29 |onBlock=<br />
|blockstun=16 |hitstop=0/+12<br />
|groundHit=Launch |airHit=39 |groundCH= |airCH=<br />
|images=P4AU_Marie_MemoriesOfGrief.png<br />
|hitboxes=<br />
|notes=Opponent is Shocked on hit for 200F;<br />
}}<br />
===214AB > A===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214AB > A |name=Dance, Fallen Angels<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard=All |invuln=<br />
|startup= |active= |recovery=Total 19 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_DanceFallenAngels.png<br />
|hitboxes=<br />
|notes=Summons both gift and cloud. Both behave same as their 214A and 214B versions;Pressing B instead of A will have the gift travel faster;<br />
}}<br />
===214A > C===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214A > C |name=Her Name Is "Hope" (Pandora)<br />
|damage=1000 |p1=200 |p2=100 |smp=50<br />
|level=5 |cancel=S0 |attribute= |guard=Air Unblockable |invuln=4~12 H<br />
|startup=12 |active=6 |recovery=Total 46 |onBlock=<br />
|blockstun=18 |hitstop=13<br />
|groundHit=Launch |airHit=51 |groundCH=Launch |airCH=71<br />
|images=P4AU_Marie_HerNameIsHopePandora.png<br />
|hitboxes=<br />
|notes=Fatal Counter;<br />
}}<br />
<br />
===214A > D===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214A > D |name=Cancel<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 15 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236C===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236C |name=Stigma of Condemnation<br />
|damage=700 |p1=0 |p2=600 |smp=50<br />
|level=3 |cancel=SO |attribute= |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Total 41 |onBlock=-7<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=Launch |airHit=32 |groundCH=Launch |airCH=52<br />
|images=P4AU_Marie_StigmaOfCondemnation.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236D===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236D |name=Stigma of Condemnation<br />
|damage=700 |p1=0 |p2=600 |smp=50<br />
|level=3 |cancel=SO |attribute= |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Total 41 |onBlock=-7<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=Launch |airHit=32 |groundCH=Launch |airCH=52<br />
|images=P4AU_Marie_StigmaOfCondemnation.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===236CD===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=236CD |name=Stigma of Condemnation<br />
|damage=700 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel=SO |attribute= |guard=All |invuln=<br />
|startup=26 |active=3 |recovery=Total 43 |onBlock=+3<br />
|blockstun=14 |hitstop=0/+6<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=62<br />
|images=P4AU_Marie_StigmaOfCondemnation.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===214C/D (Set)===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214C/D (Set) |name=Abysmal Evil Eye<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 39 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_AbysmalEvilEye.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
===214C/D (Detonate)===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214C/D (Detonate) |name=Abysmal Evil Eye<br />
|damage=1200 |p1=300 |p2=100 |smp=50<br />
|level=3 |cancel= |attribute= |guard=All |invuln=<br />
|startup=17 |active=6 |recovery=Total 39 |onBlock=+16<br />
|blockstun=14 |hitstop=0/+24<br />
|groundHit=Launch |airHit=37 |groundCH=Launch |airCH=57<br />
|images=P4AU_Marie_AbysmalEvilEyeDetonate.png<br />
|hitboxes=<br />
|notes=Opponent only experiences 12F hitstop on hit/counter hit;<br />
}}<br />
===214CD (Detonate)===<br />
{{MoveData-P4U2 |character=Marie |type=special<br />
|input=214CD (Detonate) |name=Abysmal Evil Eye<br />
|damage=1200 |p1=300* |p2=100 |smp=50<br />
|level=3 |cancel= |attribute= |guard=Unblockable |invuln=<br />
|startup=17 |active=6 |recovery=Total 39 |onBlock=<br />
|blockstun=14 |hitstop=0/+24<br />
|groundHit=Launch |airHit=37 |groundCH=Launch |airCH=57<br />
|images=P4AU_Marie_AbysmalEvilEyeDetonate.png<br />
|hitboxes=<br />
|notes=Opponent only experiences 12F hitstop on hit/counter hit;Only unblockable on manual detonation, in which case P1 is 900<br />
}}<br />
<br />
==SP Skill Attacks==<br />
===236236A===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236A |name=Shell of Denial<br />
|damage=1500 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~14 All<br />
|startup=4+(64 Flash)+3 |active=6 |recovery=37+6L |onBlock=-17<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 450;<br />
}}<br />
===j.236236A===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=j.236236A |name=Shell of Denial<br />
|damage=1500 |p1=1000 |p2=100 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~14 All<br />
|startup=4+(64 Flash)+3 |active=6 |recovery=29 |onBlock=<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 450;<br />
}}<br />
===236236B===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236B |name=Shell of Denial<br />
|damage=2000 |p1=1000 |p2=500 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~24 All<br />
|startup=4+(64 Flash)+13 |active=6 |recovery=37+6L |onBlock=-17<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 600;<br />
}}<br />
===j.236236B===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=j.236236B |name=Shell of Denial<br />
|damage=2000 |p1=1000 |p2=500 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~24 All<br />
|startup=4+(64 Flash)+13 |active=6 |recovery=29 |onBlock=<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 600;<br />
}}<br />
===236236AB===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236AB |name=Shell of Denial<br />
|damage=2000 |p1=1000 |p2=500 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~14 All<br />
|startup=4+(64 Flash)+3 |active=6 |recovery=37+6L |onBlock=-17<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 600;<br />
}}<br />
===j.236236AB===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=j.236236AB |name=Shell of Denial<br />
|damage=2000 |p1=1000 |p2=500 |smp=50<br />
|level=5 |cancel=O |attribute= |guard=All |invuln=1~14 All<br />
|startup=4+(64 Flash)+3 |active=6 |recovery=29 |onBlock=-17<br />
|blockstun=18 |hitstop=0/+13<br />
|groundHit=Launch |airHit=71 |groundCH=Launch |airCH=91<br />
|images=P4AU_Marie_ShellOfDenial.png<br />
|hitboxes=<br />
|notes=Minimum damage 600;<br />
}}<br />
===236236C===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236C |name=ShutupIhateyouyoustupidjerk<br />
|damage=500, varies |p1=0 |p2=600 |smp=50<br />
|level=4 |cancel=O |attribute= |guard=All |invuln=4~33 All<br />
|startup=4+(50 Flash)+10 |active=Until Hit |recovery=Total 76 |onBlock=-38<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Launch |airHit=59 |groundCH=Launch |airCH=79<br />
|images=P4AU_Marie_ShutupIhateyouyoustupidjerk.png;P4AU_Marie_ShutupIhateyouyoustupidjerk_2.png<br />
|hitboxes=<br />
|notes=Sun Lv1: Damage = 3125, Minimum Damage= 1250, P1=0, P2=500;Sun Lv2: Damage = 3750. Minimum Damage= 1500. P1=0. P2=500;Cloudy Lv1: Damage = 2258. Minimum Damage= 677. P1=0. P2=500;Cloudy Lv2: Damage = 2258, Minimum Damage= 677. P1=0. P2=500;Rainy Lv1: Damage = 250, 125×15, Minimum Damage= 630. P1=0. P2=500;Rainy Lv2: Damage = 250, 125×31, Minimum Damage= 1221. P1=0. P2=500;Snow Lv1: Damage = 2605. Minimum Damage= 781. P1=0. P2=500;Snow Lv2: Damage = 2605. Minimum Damage= 781. P1=0. P2=500<br />
}}<br />
===236236D===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236D |name=ShutupIhateyouyoustupidjerk<br />
|damage=500, varies |p1=0 |p2=600 |smp=50<br />
|level=4 |cancel=O |attribute= |guard=All |invuln=4~63 All<br />
|startup=4+(50 Flash)+35 |active=Until Hit |recovery=Total 101 |onBlock=-38<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Launch |airHit=59 |groundCH=Launch |airCH=79<br />
|images=P4AU_Marie_ShutupIhateyouyoustupidjerk.png;P4AU_Marie_ShutupIhateyouyoustupidjerk_2.png<br />
|hitboxes=<br />
|notes=Sun Lv1: Damage = 3750. Minimum Damage= 1500. P1=0. P2=500;Sun Lv2: Damage = 4500. Minimum Damage= 1800. P1=0. P2=500;Cloudy Lv1: Damage = 2952. Minimum Damage= 885. P1=0. P2=500;Cloudy Lv2: Damage = 2952. Minimum Damage= 885. P1=0. P2=500;Rainy Lv1: Damage = 300, 150*15. Minimum Damage= 758. P1=0. P2=500;Rainy Lv2: Damage = 300,150*31. Minimum Damage= 1485. P1=0. P2=500;Snow Lv1: Damage = 3152. Minimum Damage= 937. P1=0. P2=500;Snow Lv2: Damage = 3152. Minimum Damage= 937. P1=0. P2=500<br />
}}<br />
<br />
===236236CD===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=236236CD |name=ShutupIhateyouyoustupidjerk<br />
|damage=500, varies |p1=0 |p2=600 |smp=50<br />
|level=4 |cancel=O |attribute= |guard=All |invuln=1~38 All<br />
|startup=4+(50 Flash)+10 |active=Until Hit |recovery=Total 76 |onBlock=-38<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Launch |airHit=59 |groundCH=Launch |airCH=79<br />
|images=P4AU_Marie_ShutupIhateyouyoustupidjerk.png;P4AU_Marie_ShutupIhateyouyoustupidjerk_2.png<br />
|hitboxes=<br />
|notes=Weather specific data is the same as the D version;<br />
}}<br />
<br />
==Awakened SP Skill Attacks==<br />
===214214C===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=214214C |name=Shining Arrows<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=1~12 All<br />
|startup= |active= |recovery=Total 4+(75 Flash)+26 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_ShiningArrows.png;<br />
|hitboxes=<br />
|notes=Air version is in recovery until landing;C version creates 3 shots that player can fire by pressing C/D;D version automatically fires 3 shots;C version's shots go across the screen 2 times. D version's shots go across the 3 times;<br />
}}<br />
===214214CD===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=214214CD |name=Shining Arrows<br />
|damage= |p1= |p2= |smp=<br />
|level= |cancel= |attribute= |guard= |invuln=1~4 All<br />
|startup= |active= |recovery=Total 4+(75 Flash)+14 |onBlock=<br />
|blockstun= |hitstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_ShiningArrows.png;<br />
|hitboxes=<br />
|notes=Air version has total recovery 30;Creates 3 shots that player can fire by pressing C/D;Each shot goes across the 3 times;<br />
}}<br />
===214214C Shot===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=214214C Shot |name=Shining Arrows<br />
|damage=400×2 |p1=500 |p2=100 |smp=50<br />
|level=4 |cancel= |attribute= |guard=All |invuln=<br />
|startup=?? |active=65(10)65 |recovery= |onBlock=<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 37 |airHit=59 |groundCH=Spin 49 |airCH=79<br />
|images=P4AU_Marie_ShiningArrowsAttack.png;<br />
|hitboxes=<br />
|notes=Press C for shot that starts from the left side of the screen;Press D for shot that starts from the right side of the screen;Minimum damage 120 per hit;<br />
}}<br />
===214214D Shot===<br />
{{MoveData-P4U2 |character=Marie |type=super<br />
|input=214214D Shot |name=Shining Arrows<br />
|damage=400×3 |p1=500 |p2=100 |smp=50<br />
|level=4 |cancel= |attribute= |guard=All |invuln=<br />
|startup=?? |active=65(10)65(10)65 |recovery= |onBlock=<br />
|blockstun=16 |hitstop=0/+8<br />
|groundHit=Spin 37 |airHit=59 |groundCH=Spin 49 |airCH=79<br />
|images=P4AU_Marie_ShiningArrowsAttack.png;<br />
|hitboxes=<br />
|notes=Press C for shot that starts from the left side of the screen;Press D for shot that starts from the right side of the screen;Minimum damage 120 per hit;<br />
}}<br />
<br />
==Instant Kill==<br />
===222CD===<br />
{{MoveData-P4U2 |character=Marie |type=instant kill<br />
|input=222CD |name=Musubi no Ikazuchi<br />
|damage=29094 |p1= |p2= |smp=<br />
|level=5 |cancel= |attribute= |guard=All |invuln=1~77 All<br />
|startup=26+(80 Flash)+35 |active=100 |recovery=Total 201 |onBlock=-111<br />
|blockstun=18 |hitstop=0/+12<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=P4AU_Marie_IK.png;P4AU_Marie_IK_Cinematic.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=289149P4U2R/Chie Satonaka/Strategy2022-06-27T05:58:47Z<p>Elite Soba: Some notes about Chie's starters</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
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* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
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<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
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<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
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<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react to slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* Chie's strong starters (to consider bursting):<br />
** {{clr|3|214C}}+{{clr|4|D}}<br />
** Anything CH that leads to {{clr|4|2DD}} ({{clr|2|5B}}, {{clr|2|2B}}/{{clr|3|5C}} in corner. {{clr|2|5B}} is the main offender)<br />
** {{clr|3|214C}} (Corner Antiair FC only, or with meter)<br />
** {{clr|2|214B}} (FC)<br />
* Notable weak starters:<br />
** {{clr|1|5A}}/{{clr|1|2A}}<br />
** {{clr|3|2C}}<br />
** {{clr|4|5DD}}/{{clr|4|2DD}}<br />
** {{clr|4|214D}} (FC. It's still decent damage but it's less than most other FC routes)<br />
** Any aerial when grounded<br />
** Throw<br />
* A thing to note for the "weak" starters is that low damage for Chie can still get very high.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=User:Elite_Soba/Test.css&diff=288282User:Elite Soba/Test.css2022-06-25T02:41:14Z<p>Elite Soba: creating a test css page</p>
<hr />
<div>.tooltiptext {<br />
transform: translate(-85%, 0);<br />
width: 250px;<br />
word-wrap: break-word;<br />
}<br />
<br />
.tooltiptext:before {<br />
margin-left: 82px;<br />
}<br />
<br />
.tooltiptext:after {<br />
margin-left: 90px;<br />
}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=287807P4U2R/Chie Satonaka/Strategy2022-06-24T00:36:47Z<p>Elite Soba: /* Safejumps */</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
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* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
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<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
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</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react to slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > (whiff {{clr|3|j.C}}) > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too. Whiff {{clr|3|j.C}} can help timing <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Sho/Combos&diff=285482P4U2R/Sho/Combos2022-06-19T03:48:08Z<p>Elite Soba: oh hey this is a route</p>
<hr />
<div><center>{{Character Label|P4U2.5|Sho|36px|P4AU_Sho_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
==Combo List==<br />
'''>>> As of v2.0, "Jump loops" on standing taller characters do not work, "Jump loops" on airborne characters are less consistent, and 5B > 5C > 5B is not a valid chain. <<<'''<br />
<br />
===Introductory / Main Combos===<br />
''Primary combos that are nice for starting to play Sho, or may be all that you need to play Sho. Most of his advanced combos expand off of these routes in one way or another.''<br />
<br />
''Even if not explicitly stated, a lot of these combos can have their starting normals interchanged between 5A / 5AA, 5B, 2B, 5C, 2C, and after jump-ins like j.B as long as the main structure is followed, so be sure to experiment!''<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || '''5AAAA~B > jc j.B > j.214B~A || Anywhere || 1723 || 27 || All || Beginner || Simple autocombo extension that benefits from the autocombo meter boost.<br />
|-<br />
| 2 || '''5AAAA~B~C > 236A~A > jc j.C > j.214B~A || Anywhere || 2070 || 32 || All || x || A more optimized autocombo extension.<br />
|-<br />
| 3 || '''(5AA or 2A >) 2B > 5C > 5B > 2A+B > 236B~dl.B~C > 214A > jc j.C > j.214B~A || Anywhere || 2884 || 27 || All || x || Basic meterless BNB, works from either A or B normals. Omit 2B if too far away.<br />
|-<br />
| 4 || '''(5AA or 2A >) 2B > 5B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A || Anywhere || 2929 || 27 || All || x || Another meterless BNB, works from either A or B normals. Once again, omit 2B if too far away.<br />
|-<br />
| 5 || '''214A > jc j.B(1) > j.C > j.214B~A || Anywhere || 1434 || x || x || x || Basic air combo after 214A.<br />
|-<br />
| 6 || '''AA 2B > 5B > 5C > 236B~dl.B~C > 214A > jc j.C > j.214B~A || Anywhere || 2862 || x || x || x || Juggle combo from an anti-air 2B.<br />
|-<br />
|}<br />
<br />
===All Out Attack Combos===<br />
''Combo routes after your Universal Overhead lands''<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || '''5A+B~C > j.B(1) > j.C > jc > j.B(1) > j.C > j.214B~B''' || Anywhere || 2480 || 28 || x || Easy || Basic air combo from an All Out Attack.<br />
|-<br />
| 2 || '''5A+B~D > 66, 5B > 5C > 2B > 2A+B > 236B~dl.B~C > 214A > jc > j.C > j.214B~A || Near Corner || 3157 || x || x || x || Corner AoA combo for more damage and meter gain instead.<br />
|-<br />
|}<br />
<br />
===Throw Combos===<br />
''Combos off of throws; if you need fully unburstable damage, you can always simply cancel the throw into an SP Skill.''<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || C+D > || Anywhere || x || x || x || x || x<br />
|-<br />
|}<br />
<br />
===Advanced & Metered Combos===<br />
''Combos that may require some practice to land consistently, or make use of resources, or in some cases both''<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Advanced Combos<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || '''214A > j.B(1) > j.C, land j.A > j.C(1) > jc > j.B(1) > j.C > j.214B~A || Anywhere || 1923 || x || All || Intermediate || Optimized rejump combo off of 214A, useful for maximizing damage off of the common teleport cross-up > 214A. Initial j.B requires a little precise delay for the rest of the combo to connect.<br />
|-<br />
| 2 || '''2C (FC) > 2A+B > 236B~A~C > 236A~B > j.C > 5C > hc j.C > 5C > hc j.C > 5B > 2B > 2A+B > 236B > DP(1) > 214214B || Anywhere || 5953 || x || All || Hard || 2C FC route for damage<br />
|-<br />
| 3 || x || x || x || x || x || x || x<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ 25 SP Combos<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || '''2B > 5C > 5B > 236A+B, 2A > 5B > 2B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A || Anywhere || 3706 || x || All || x || Crouching hit only. 236A+B can link into 2A on crouching hit, letting Sho go back into another ground chain to improve his damage a bit.<br />
|-<br />
| 2 || '''2B > 5C > 5B > 2A+B > 236B~B~[C~A+B], land 2A > 5B > 5C > 2B > 2A+B > 236B~A > j.C > j.214B~A || Anywhere || 3973 || -6 || x || x || Modified Sho BNB that utilizes a kara SB Destructive Fang. More details on the technique in the Combo Theory / Strategy section.<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ 50 SP Combos<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| 1 || x || x || x || x || x || x || x<br />
|-<br />
|}<br />
<br />
===Extras & Neta===<br />
''Combos that are not a priority or pivotal to a gameplan to learn, random conversions, too inconsistent to be recommended, or are just plain "neta" (gimmicks)''<br />
<br />
==Combo Theory==<br />
Sho combos are pretty "easy-bake" in what you are to do, and what you can do: Chain buttons, go into rekkas, launch with rekkas and simply chain into the ender.<br />
<br />
===Combo Choice===<br />
<br />
<br />
===Ender Choice===<br />
In a high hitstun scaling combo (such as off of 2A or spotdodge counter attacks), or if you aren't sure if a combo has gone on for too long, you may want to finish the combo with a regular 236A~A~A or even just a 214A~A instead of attempting a fancier ender as it may drop.<br />
<br />
===Explanations for routing choices===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: transparent"><br />
'''j.214X~A vs j.214X~B in combos'''<br />
<div class="mw-collapsible-content"><br />
In a lot of combos, the two follow-ups to a j.214X are interchangeable, but in most combos the A ender follow-up is preferred and should be used over the other despite the fact that the B version can grant more optimized damage and meter gain, and here's why:<br />
<br />
* The A ender has faster startup, so it will connect at the end of more combos than the B version, such as longer ones, ones off of higher hitstun scaling starters (i.e. 2A, Spotdodge follow-ups), and off of weaker hit-confirm starters such as a 2AAA or 5AAA.<br />
* The A ender will leave Sho on the same side every time, while the B version can cross up when ending air combos at specific heights. This is important if you're trying to carry the opponent to the corner, so that you can do better combos into/with supers.<br />
<br />
Overall, it's clearly more reliable, but this doesn't necessarily mean the B version is inferior:<br />
* As mentioned earlier, it does a bit more damage and gives a bit more meter. Arguably negligible, but still optimized when you can land it.<br />
* The side switch can be useful for adding mix-ups on some opponents (i.e. Side switch with 236B, cross back over with 236C > crossup 214A) or escaping the corner off of a stray hit.<br />
* There are still some combos where the B ender can be guaranteed and is preferred, such as off of good or Fatal Counter starters.<br />
</div><br />
</div><br />
<br />
===On Crouching Hit===<br />
Sho's chains that only combo on crouching hit:<br />
* 5B > 236B<br />
* CH 5C > 2C<br />
* 2C > 5B / 2B / 2A+B<br />
* 236A+B > 2A<br />
<br />
<br />
<br />
----<br />
'''Old combos to be tested/confirmed for this version'''<br />
;5A Starter<br />
*'''5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A'''<br />
: Damage: 2651 SP Gain: 24<br />
Universal BnB, works on every character<br />
<br />
*'''5A>5AA>5B>5C>5B>2AB>236B>B+D(1)>236236B'''<br />
: Damage: 3013 SP Gain: -33<br />
Super ender on universal combo.<br />
<br />
*'''5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A>214214A'''<br />
: Damage: 3731 SP Gain: -26<br />
Awakening Ender<br />
<br />
;2B Starter<br />
*'''CH 2B>5B>5C>236A>214B>jc>j.C>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>236236A'''<br />
: Requirements: Burst, 50 SP, aerial opponent, counter hit<br />
: Damage:-- SP Gain:--<br />
;j.A Starter<br />
*'''j.A>5A>5AA>5AAA>236A>214B>j.236C>236A>214A>j.236A<br />
: Damage:1993 SP Gain:--<br />
<br />
*'''C+D>OMB>2C>5C>5B(1)>2B>2AB>236B~(delay)B~C>214A~A'''<br />
: Damge: 3617 SP Gain: 7<br />
OMB throw combo. OMB as soon as the 4th hit connects, won't work if you do it late<br />
<br />
;2C Starter<br />
*'''2C>5C>2B>5B>236B>214B>jc>j.B>2B>5B(1)>5C>jc>j.C>>2B>5B(1)>5C>236A>B+D(1)>236236Ax3<br />
: Requirements: Awakening, 150 SP, Fatal Counter<br />
: Damage: 7004, SP Gain: --<br />
;214214AB Starter<br />
*'''214214AB>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>214214B<br />
: Requirements: Awakening, 125 SP, Counter Hit<br />
: Damage: --, SP Gain: 1(-125)<br />
*'''214214AB>OMB>2C>2A+B>214A>j.C>j.B+D>214214AB<br />
: Requirements: Awakening, 150 SP, Counter Hit<br />
: Damage: 7611, SP Gain: 1(-150)<br />
<br />
==Corner Only==<br />
;5B Starter<br />
*'''5B>5C>5B>236B>214B>j.236C>214A>jc>j.C>j.B>j.B+D>236236A<br />
: Damage:-- SP Gain:--<br />
<br />
==Combo Videos==<br />
{{VideoCluster<br />
|vid1=https://www.youtube.com/watch?v=xeZZK-yz_9Y<br />
|title1=General 2.0 Combo Samples<br />
|vid2=https://www.youtube.com/watch?v=8jqHG0uEpmk<br />
|title2=More 2.0 Combo Samples by Okusan, Part 1<br />
|vid3=https://www.youtube.com/watch?v=zCRhYuy1ERQ<br />
|title3=More 2.0 Combo Samples, Part 2<br />
}}<br />
<br />
{{VideoCluster<br />
|vid1=https://www.youtube.com/watch?v=fnfHpKQmgUU<br />
|title1=High Damage Fatal Counter Combos<br />
}}<br />
<br />
<br clear=all/><br />
<br />
<br />
<br />
<br clear=all/><br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Sho|36px|P4AU_Sho_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Junpei_Iori&diff=285203P4U2R/Junpei Iori2022-06-18T16:29:48Z<p>Elite Soba: Non-SB bunts lose to lows lmao</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{MFlag|cleanup}}<br />
{{notice|While Junpei's page here may be undergoing clean-up, there are some rather fleshed-out resources covering the character in this version: <br/><br />
Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/ <br/><br />
Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.}}<br />
{{Overview<br />
| overview = Junpei is a rushdown character with a momentum-based gimmick in the form of his Baseball meter, and when given enough momentum, can use his unique install and win condition, <b>Victory Cry</b>, in order to deal more damage, gain unique hit properties, open up new combo routes, and more. Junpei also rocks the neutral thanks to his good B/C/D normals, which helps lead to combos that push him closer and closer to obtaining his install. He's a force to be reckoned with when he pops Victory Cry. Unfortunately, without it, he's considered to be one of the worst characters in the game with the fact his standard combos don't last long, his damage output isn't very high, and losing any momentum can be potentially dangerous for him. These downsides make it all the more worthwhile to obtain Victory Cry, since the install goes a long way in helping Junpei get an edge over his opponent.<br />
| lore = Although the SEES leader's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by either or including his inferiority complex, a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man. After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.<br />
| quote = Tah-da-da-daaaaa! I'm da man!<br />
| summary = is a Rushdown/Momentum based character that starts out relatively weak, but once he gets 10 runs with his baseball gauge he powers up and gains access Clean Hits, giving him very high combo potential.<br />
| pros =<br />
*'''Victory Cry:''' Once he's got 10 runs Junpei's becomes an infinitely more dangerous threat as he can convert nearly every touch into big damage and he can either opt in for extra corner carry or a safejump, and in the corner he can get some great Okizeme with '''5D''' after a Clean Hit '''214B'''. On top of that he gains constant HP and SP regen.<br />
*'''Acceptable Neutral Game:''' Moves such as '''Deathbound''', '''j.D''', '''2D''', and '''j.2D''' give Junpei some decent fullscreen options and allow for a pretty good defensive/turtling strategy. While normals such as '''5C''' and '''j.B''' let Junpei play more aggressive when he needs to.<br />
*'''Projectile Reflecting:''' All of Junpei's '''B''' normals can reflect projectiles and it counts as a landing a hit with his bat meaning characters cannot mindlessly throw them out in neutral unless if they want to put you in Victory Cry. This even applies to certain character's DPs if they have projectile attribute Junpei can entirely nullify them.<br />
*'''Meter Proficient:''' Junpei not only gains meter at a very good rate in Victory Cry but he also doesn't need meter for any of his routes so he can freely spend it on whatever he needs.<br />
| cons =<br />
*'''Victory Cry Reliant:''' Without 10 runs, Junpei is very underwhelming with very low damage, abysmal corner carry, and having no way of getting a hard knockdown.<br />
*'''Fairly difficult combos:''' Victory Cry combos overall require pretty decent execution between learning Clean Hit ranges, microdashes, and being able to change your routes on the fly depending on distance from you and the other player<br />
*'''Honest to a fault:''' Junpei's pressure game is very honest as he lacks genuine mixup options outside of '''5D''' Okizeme setups (which only work in the corner) without taking a risk and going for an All Out Attack or gimmick. He scores most of his hits from hard reads and solid whiff punishes in neutral.<br />
| unique_mechanic1_name= Baseball Mechanic<br />
| unique_mechanic1=<br />
[[File:P4AU Junpei Baseball.png|thumb|Baseball "gauge"]]<br />
'''Expand the text below for a TL;DR on Junpei's special, otherwise keep reading on for the full breakdown.'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Click here for Junpei in a nutshell" data-collapsetext="Wow, surely the most overly complicated fighting game mechanic!"><br />
* Junpei has a powerful install that he must fill his baseball gauge up to reach.<br />
* Landing '''hits''' with his '''bat attacks''' advances this gauge by loading the bases, and eventually earning him Runs. His supers cash out of loaded bases the best.<br />
* Even if his bat attacks are '''blocked''', they add up to advance his gauge, but much slower.<br />
* '''Whiffing''' those same bat attacks adds up to setting back his progress, and '''getting hit by the opponent''' in any way sets back his progress even faster.<br />
* He can never lose his accumulated Runs from too many mistakes, only his other progression marks.<br />
* Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs.<br />
* Clean Hits function similarly in principle to {{Character Label|GGACR|Sol Badguy|30px|label=Sol Badguy's}} Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype.<br />
</div><br />
<br/> <br/><br />
Junpei's fighting style and attacks involve a unique gauge next to his SP Meter, which works similar to a baseball game. By connecting specific baseball moves (his B normals, his specials, or anything involving his baseball bat), he can fill up this meter and earn powerful buffs that strengthen himself and his attacks with Victory Cry.<br/><br />
<br/><br />
*'''Runs''' <br/> It's very important for Junpei maximize this meter as much as possible, as more runs can activate (or strengthen) Victory Cry with every 10th run. The amount of runs, maximum amount being 55, stay the same throughout the round and don't disappear with 3 outs, allowing Junpei to make a comeback. There are several offensive and defensive ways to earn a run:<br />
:*Acquiring 3 bases and then hitting the opponent with baseball bat attacks<br />
:*Clean Hits (Only available with Victory Cry)<br />
:*Home Runs (Awards 1 run by itself and +1 for each base up to a maximum of 4 runs for a single Home Run)<br />
<br/><br />
*'''Bases''' <br/> Similar to how baseball player has to travel three bases before returning home for a run, Junpei needs to fill all three bases and hit with a baseball attack in order to earn a run. Every time Junpei scores a base, all strikes and balls are reset. In order to earn a base Junpei needs to do the following:<br />
:*Hitting the opponent with a baseball bat attack. (So for example, a combo with 3 swings will get 3 bases)<br />
:*Hitting an incoming projectile with a baseball bat attack and reflecting it back as fireballs<br />
:*Scoring 4 Balls<br />
<br/><br />
*'''Balls (B)''' Junpei earns a ball on his meter for every bat attack that the enemy blocks. Hitting a Persona, Koromaru, or clashing with an opponent, will also grant a Ball to Junpei. Getting 4 balls will reset the meter but Junpei is rewarded with one base or run.<br />
*'''Strikes (S)''' Similar to baseball, Junpei will get a strike for every time he whiffs with a baseball bat attack. Getting 3 strikes will penalize Junpei with an out. <br />
*'''Outs (O)''' What all baseball players should avoid. Every time Junpei does something in the list below, he will receive an out (and reset the ball meter in the progress). Getting 3 outs will completely reset every meter except for his runs.<br />
:*Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo. <br/><br />
:*Getting thrown. Luckily, teching a throw does not grant Junpei an Out.<br/><br />
:*Accumulating 3 Strikes.<br />
| unique_mechanic2_name= Clean Hits<br />
| unique_mechanic2=<br />
[[File:P4AU Junpei Clean_Hit.png|thumb|PING!!! You got it!]]<br />
[[File:P4AU Junpei Homerun.png|thumb|Get runs, win games]]<br />
Now that you know how to get Runs and activate Victory Cry, let's learn how to use "Clean Hits".<br/><br />
Clean Hits are Junpei's strongest weapon and can only be used while in Victory Cry. It makes bat moves deal more damage, more hitstun and even adds different properties like wall bounces or slides. It's possible to Clean Hit with every attack that uses Junpei's bat. That includes his B normals, Special moves, and SP Skills, but you need to hit your opponent with specific spacing to make it work. You'll see the phrase '''"CLEAN HIT!"''' on the screen if you get it right, and the sound effect will also change.<br/><br />
<br/><br />
Now let's see what Junpei gets if he Clean hits his attacks:<br/><br />
*'''B Normals:''' More damage, added hitstun.<br />
*'''B+D:''' More damage, added hitstun, can be special canceled, opponent wall bounces if close to corner (possible to continue combo).<br />
*'''236A/B:''' More damage, added hitstun, opponent will fly higher (possible to continue combo).<br />
*'''214A/B:''' More damage, added hitstun, can be special canceled, opponent will slide forward (possible to continue combo or apply okizeme with 5D in the corner).<br />
*'''236236A/B:''' Added hitstun, opponent will slide forward (possible to continue combo).<br />
It's very important to get consistent with Clean Hits and learn how to confirm combos from them!<br/><br />
}}<br />
<br clear="both"/><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_5A.png|Fast close range poke.<br />
P4U2_Junpei_5AA.png|Good for combos and pressure.<br />
P4U2_Junpei_5AAA.png|Sideswaps unless special canceled.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;5A<br />
* Gatlings into itself 3 times.<br />
* Inputting as 4A will stop 5AA from coming out.<br />
* Deceptively high hitbox.<br />
A quick punch forward, hits crouchers. Good for staggering pressure and tick throws.<br />
----<br />
;5AA<br />
* Dash cancel is -5 on block.<br />
* Jump cancel on hit and block.<br />
Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups.<br />
----<br />
;5AAA<br />
* Hits low.<br />
* Crosses under on hit.<br />
Cancels into 214A during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.<br />
----<br />
; Side Note<br />
As with other characters that were introduced in P4AU, Junpei and Shadow Junpei share an auto-combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_2A.png|Close range poke<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gatlings into itself 3 times.<br />
* Hits low.<br />
Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_5B.png|Cling! Combo tool and mid range poke.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash cancel is -7 on block.<br />
* Reflects projectiles.<br />
Horizontal bat swing. Great combo tool and decent mid-range poke, but not very fast. Reflects projectiles and Clean hits if Victory Cry is active.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_2B.png|Cling! Anti-air and combo tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jump cancelable on hit and block.<br />
* Reflects projectiles.<br />
Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Reflects projectiles and Clean hits if Victory Cry is active.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_jA.png|Air-to-air poke.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gatlings into itself.<br />
Good as air-to-air and great at positioning yourself during combos for Clean hits.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_j2A.png|The tried and true divekick. <br>Good way to quickly return to the ground.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2A")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Hits mid<br />
Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.<br/><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_jB.png|Cling! Combo tool and mid range poke.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.B")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Huge untech time on counterhit.<br />
* Reflects projectiles.<br />
Vertical bat swing in the air, great for jump-ins and combos, works as air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Reflects projectiles and Clean hits if Victory Cry is active.<br />
</div><br />
</div><br />
<br />
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_AOA.png|Overhead, huge reward and unsafe if blocked or whiffed.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, great reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.<br/><br />
C Version counts as a bat move and does not need 18 hits to force Fatal Counter.<br />
</div><br />
</div><br />
<br />
===<big>Sweep</big>===<br />
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_Sweep.png|Your main chest invul move.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.<br />
</div><br />
</div><br />
<br clear=all/><br />
<br />
==Persona Moves==<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_5C.png|Agi! Combo tool and mid range poke.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Dash Cancel is -3 on block.<br />
Trismegistus fires a projectile that travels about half screen. Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Junpei_2C.png|Your main launcher<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Hits low.<br />
* Useful as a launcher.<br />
Trismegistus does a slide. Can be connected after 5AA, useful during combos since it works as a launcher for aerial extensions and grants perfect spacing for 214A/B+D Clean hit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_5D.png|(GOOD) Okizeme tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Okizeme tool.<br />
Trismegistus will hover for a while behind Junpei and then descend forward aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_2D.png|Controls space in the air.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_jC.png|Combo tool and air-to-air poke.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Air-to-air and combo filler.<br />
Trismegistus will raise one of his arms and open his golden wing forward. Great as air-to-air and useful as combo tool since it leads to Deathbound with meter.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_jD.png|Same as 5D, sends Persona downwards.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Slower okizeme tool.<br />
Junpei will spin his arm and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped.<br/><br />
Air actions still possible after it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_j2D.png|Same as 2D, sends Persona upwards.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Junpei will spin his arm and then the Persona will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped.<br/><br />
Air actions still possible after it.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_GroundThrow.png|Drop the kick<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Allows for combos after.<br />
Dropkicks away. On midscreen, can be followed with Reversal Homerun (Normal Hit) or Deathbound (Counter Hit). Regular combos are possible in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Ju382.png|One for Junpei Iori!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Allows for combos on counterhit.<br />
Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.<br />
</div><br />
</div><br />
<br />
===<big>Super Flamingo Swing</big>===<br />
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}} follow with {{clr|1|A}}~{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei SuperFlamingo.png|Godlike combo tool at the cost of being mediocre as a reversal<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="BD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Combo filler in Victory Cry.<br />
Junpei takes up a stance with invincibility, before swinging with his bat after another button is pressed. Relatively slow for an attack-type Furious Action. On Counter Hit, it's possible to follow up with the Awakening SP Skill. Doesn't require any specific inputs from A~D, every button will do the exact same thing.<br />
<br />
While in Victory Cry, this move gains the Clean Hit property, which allows you to cancel it into other moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.<br />
</div><br />
</div><br />
<br />
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_5AA.png|Same animation as 5AA.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.<br />
</div><br />
</div><br />
<br clear=all/><br />
<br />
==[[P4U2.5/Offense#Skills|Skill Attacks]]==<br />
===<big>Super Spin Swing</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei SuperSpin.png| Spin to win <br>(Combo tool. Great when Clean hits.)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;All Versions<br />
Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6.<br />
As Normal Junpei, it works as a combo ender and can be followed with Supers pretty easily for Homeruns. Unsafe on block.<br />
<br />
While in Victory Cry, this move gains the Clean hit property and sends the opponent much higher than normal. Thanks to this, you can continue the combo in the corner.<br />
----<br />
;236A<br />
* Quick but low hitstun.<br />
Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs. Victory Cry 236A gives a safejump on Clean Hit in the corner.<br />
----<br />
;236B<br />
* Slow, but more damage and hitstun.<br />
Mostly used during combos or to finish them. Can be followed with Homerun Supers. In Victory Cry this special is one of the most important moves for Victory Cry combos. It launches the opponent high into the air allowing you to continue the combo in the corner.<br />
----<br />
;236AB<br />
* Best of both worlds.<br />
SB Version has more hits and deals the most damage. Great for corner combos.<br />
</div><br />
</div><br />
<br />
===<big>Super Bunt</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei SuperBunt.png|Combo and pressure tool. Great when Clean hits.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;All Versions<br />
* All versions have armor.<br />
Junpei uses the other side of his bat to hit his opponent. It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks. While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D in the corner.<br />
----<br />
;214A<br />
* Fast but unsafe.<br />
* Armor broken by lows.<br />
Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry.<br />
----<br />
;214B<br />
* Slow, but safe even on on IB.<br />
* Chargeable, increases startup and guard point.<br />
* Armor broken by lows.<br />
Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.<br />
----<br />
;214AB<br />
* Plus on normal block.<br />
* Chargeable, increases startup and guard point.<br />
* Armor also works against lows.<br />
SB Version is faster and deals the same amount of damage when compared to the B version. +1 on block. Useful to reset pressure and bait attacks.<br />
</div><br />
</div><br />
<br />
===<big>Full Speed Slide</big>===<br />
<span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei FullSpeedSlide.png|Mixup tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD" or input="236[CD]" or input="j.236C" or input="j.236D" or input="j.236CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;All Versions<br />
* Fatal recovery.<br />
* Very unsafe on block.<br />
Junpei runs and jumps towards his opponent while channeling his inner shagster! Mostly used as a mixup tool since it can be both an overhead and a low, this opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.<br />
----<br />
;236C<br />
* Only hits low.<br />
* Has chest invul.<br />
Mostly used to surprise the opponent expecting the overhead hit of the D version.<br />
----<br />
;236D<br />
* Slower than the C version.<br />
* First hit is an overhead, second hit is a low.<br />
* Has chest invul.<br />
Very hard to block if spaced because the two hits are hard to distinguish.<br />
----<br />
;236CD<br />
* Hits high, then low.<br />
* Can be feigned by holding C+D.<br />
* Has guard point.<br />
The feign is mostly used for midscreen conversions when in Victory Cry.<br />
</div><br />
</div><br />
<br />
===<big>Deathbound</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} air OK'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei Deathbound.png|You're not going to throw that projectile, are you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{AttackVersion|name=C/D|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214C")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=SB|subtitle=}}<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Hits crouchers on frame 34 (tested on crouching Narukami).<br />
* C and D versions have the same frame data.<br />
** C version dives closer to Junpei.<br />
** D version dives farther from Junpei.<br />
* SB version has better frame advantage.<br />
Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.<br />
</div><br />
</div><br />
<br />
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==<br />
===<big>Inferno Homer</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} follow with {{clr|1|A}}~{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei InfernoHomer.png|Combo ender. Good for getting Runs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* A version is fast with low damage and invul.<br />
* B version is slow with more damage and invul.<br />
* SB is the best of both worlds.<br />
** A or C follow-up gives a home run.<br />
** B or D follow-up in Victory Cry gives a Clean Hit and a ground slide, which can be used to extend combos in corner.<br />
Junpei's most practical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry. The B version in particular is mostly used at the end of combos as a finisher for Homeruns.<br />
</div><br />
</div><br />
<br />
===<big>Comeback Grand Slam</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}} follow with {{clr|1|A}}~{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei ComebackGrandSlam.png|Basically Inferno Homer with a fireball that brings the opponent towards you<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD" or input="236236C > X" or input="236236D > X" or input="236236CD > X")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* C version spawns Trismegistus close to Junpei.<br />
* D version spawns Trismegistus one screen away.<br />
* SB version tracks the opponent.<br />
** A or C follow-up gives a home run.<br />
** B or D follow-up in Victory Cry gives a Clean Hit.<br />
Similar to Junpei's Inferno Homer. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super can score Homeruns too.<br />
</div><br />
</div><br />
<br />
===<big>Victory Cry</big>===<br />
<span class="input-badge">'''Activates after 10 Runs'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei VictoryCry.png|Junpei's signature install. Your goal is to get this up and running ASAP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="Victory Cry")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Activates after getting 10 runs<br />
* Carries over to later rounds if successfully installed<br />
* Max amount of runs is 55<br />
Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.<br/><br />
<br/><br />
This is Junpei's strongest weapon. Upon activation, Junpei gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.<br/><br />
<br/><br />
Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time.<br/><br />
This also applies to his damage using the bat during Special Moves/Supers: The more Runs he score, the more damage he'll get.<br/><br />
</div><br />
</div><br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Super Vorpal Bat</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}} follow with {{clr|1|A}}~{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2 Junpei SuperVorpalBat.png|The move that stole Jiyuna's soul (risk/reward combo ender)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* C version deals the least damage but is the easiest to time.<br />
* SB version deals insane damage but the timing is within 1-2 frames.<br />
* D version is somewhere in between the two in terms of damage and difficulty<br />
* All buttons give Home Run if timed correctly.<br />
* Fun fact; there's one frame that allows you to combine the damage from both Home Run and the whiff, resulting in an extra ~170 damage tacked onto the move.<br />
<br />
Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target, which the player must time in order to land the hit. Timing for this super varies between using the C/D/SB versions. Generally, higher the button, tighter the timing but higher the damage. Early hit still deals ok damage, and whiffing will still result in a small amount of damage. Landing the Home Run will deal a lot of minimum damage (roughly 1750 with SP), making it great to end combos with so long as you time it right. Can also do a pretty good job at punishing some moves from fullscreen. All around useful SP Skill.<br />
</div><br />
</div><br />
<br />
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==<br />
===<big>Explosive Level-Up Grand Slam</big>===<br />
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4U2_Junpei_IK.png|<br />
P4U2_Junpei_IK_Cinematic.png|Show your foes who's the boss. <br>Or rather, who's Da Man<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-P4U2}}<br />
|-<br />
{{#cargo_query:tables=MoveData_P4U2<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="222CD")<br />
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Fully invincible until after Trismegistus flies off the screen.<br />
<br />
Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to the earth for Junpei to hit. Your regular over-the-top instant kill made even better because it's Junpei.<br />
<br />
Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK.<br />
</div><br />
</div><br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: 伊織 順平<br />
*[http://sp.p4u2.tv/ranking_view.php?mode=exe&type=psr_rank&character=ju&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/topic/7986-p4au-junpei-iori-video-thread/ Character Video Thread]<br />
<br />
<br clear="both"/><br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285143P4U2R/Chie Satonaka/Combos2022-06-18T05:55:39Z<p>Elite Soba: lmao i cant do math</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -44% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285142P4U2R/Chie Satonaka/Combos2022-06-18T05:54:55Z<p>Elite Soba: /* Metered Extensions */</p>
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<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285141P4U2R/Chie Satonaka/Combos2022-06-18T05:44:44Z<p>Elite Soba: even more frenzy routes</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|4|214D}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}} > {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 11068 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo<br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|1|2A}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 7312 || Any || {{clr|4|Hard}} || Harder confirm off God Hand<br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|-<br />
| {{clr|2|5B}} (CH) > {{clr|4|2DD}}, Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 9449 || Corner || {{clr|7|Medium}} || Neutral Frenzy route off {{clr|2|5B}} CH <br />
|-<br />
| AoA~{{clr|4|D}} > jc > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 81 || 7073 || Corner || {{clr|4|Hard}} || Neutral Frenzy route off AoA~{{clr|4|D}} <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285140P4U2R/Chie Satonaka/Combos2022-06-18T05:17:58Z<p>Elite Soba: more frenzy routes</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|-<br />
| {{clr|3|236236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 6595 || Any || {{clr|3|Easy}} || Confirm off of God Hand <br />
|-<br />
| {{clr|1|236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > Shadow Frenzy || {{clr|2|236236B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 9770 || Corner || {{clr|7|Medium}} || Notable kill confirm from instant Skull Cracker starter. Can omit {{clr|4|214D}} for 9168 <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285139P4U2R/Chie Satonaka/Combos2022-06-18T05:14:53Z<p>Elite Soba: </p>
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<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
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{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
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<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| BD (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || Even DP works as a launcher <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|3|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285138P4U2R/Chie Satonaka/Combos2022-06-18T05:08:26Z<p>Elite Soba: /* Throw */</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| DP (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|4|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285137P4U2R/Chie Satonaka/Combos2022-06-18T05:05:58Z<p>Elite Soba: Add some airthrow routes</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| DP (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow > OMC > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 2345 (2110) || -45% (-43%) || Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown <br />
|-<br />
| Airthrow > OMC > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || Corner || 2761 (2405) || -45% (-43%) || Corner AoA~{{clr|4|D}} ender gives a bit more flexibility for airthrow <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|4|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=285136P4U2R/Chie Satonaka/Combos2022-06-18T04:52:41Z<p>Elite Soba: REWORKED COMBO PAGE TO BE LESS REDUNDANT AND REALLY ADVERTISE HOW ROUTING WORKS</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
===Grounded Midscreen Combos===<br />
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Extended Main Route !! Main Route !! Difficulty !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|1|2AA}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 937 (842) || 9% (11%) || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit <br />
|-<br />
| {{clr|3|5C}} || - || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1576 (1418) || 10% (13%) || <br />
|-<br />
| {{clr|1|5AA}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1331 (1190) || 12% (15%) || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect <br />
|-<br />
| {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1710 (1539) || 12% (15%) || <br />
|-<br />
| {{clr|2|5B}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1998 (1796) || 14% (18%) || <br />
|-<br />
| {{clr|3|5C}} (CH) > dc > {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2273 (2044) || 15% (19%) || <br />
|-<br />
| {{clr|2|j.BB}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2067 (1860) || 16% (20%) || Generally from airdash {{clr|2|j.BB}} starter <br />
|-<br />
| {{clr|3|5C}} (CH) > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2925 (2631) || 22% (28%) || Requires a far hit {{clr|3|5C}} <br />
|-<br />
| {{clr|3|j.C}} (CH) > {{clr|2|j.2B}} > 66 {{clr|2|5B}} || {{clr|3|5C}} || {{clr|2|2B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2437 (2139) || 17% (22%) || Instant {{clr|3|j.C}} is good for low/throw crush <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || - || {{clr|3|Easy}} || 957 (861) || 200~300 || 9% (11%) || {{clr|1|214A}} adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || - || {{clr|3|Easy}} || 1677 (1509) || 800~1200 || 16% (21%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 2509 (2257) || 1800~2200 || -37% (-33%) || Very safe unawakened route, but very inefficient <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3387 (3048) || 2600~3500 || -34% (-29%) || Awakening/Shadow only. May need {{clr|3|j.214214C}} near corner <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4147 (3732) || 3400~3900 || -84% (-79%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || {{clr|7|Medium}} || 2950 (2654) || 2200~3200 || -37% (-33%) || Can replace {{clr|2|j.2B}} with {{clr|1|j.A}}. These routes are a bit stricter regarding starting string proration <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 3959 (3562) || 3200~4100 || -86% (-82%) || <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 4735 (4260) || 4000~5200 || -85% (-82%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 5690 || 5000~6000 || -135% || Awakening only due to meter requirement <br />
|}<br />
<br />
===Midscreen Juggle Combos===<br />
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Extension !! Freeze Extension !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air hit {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 2052 (1889) || 26% (33%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3653 (3280) || 36% (46%) || DP Punish. This one is the hardest but most optimal. Most stable with dash momentum <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3542 (3179) || 35% (45%) || <br />
|-<br />
| 66 {{clr|2|5B}}(CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3553 (3189) || 34% (44%) || <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2706 (2432) || 26% (34%) || The {{clr|2|j.BB}} here can be replaced with a number of options depending on spacing, such as {{clr|1|j.A}}, {{clr|1|j.AA}}, {{clr|2|j.B}}, {{clr|2|j.2B}}, {{clr|2|j.BB}} > {{clr|3|j.C}}, {{clr|1|j.A}} > {{clr|3|j.C}}... Also works for air-to-airs (omit {{clr|2|2B}}) <br />
|-<br />
| Air hit {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || {{clr|2|5B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 2427 (2176) || 27% (34%) || The air string here needs to end in {{clr|2|j.BB}} or {{clr|2|j.2B}} in order to land in time for the {{clr|2|5B}} pickup <br />
|-<br />
| {{clr|1|5AAA}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 1965 || 25% || Normal Chie only. Good corner carry <br />
|-<br />
| {{clr|4|5DD}}/{{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3185 (2864) || 31% (39%) || Some of the expected connectors for the {{clr|2|5B}} CH routes don't quite connect here <br />
|-<br />
| {{clr|2|214B}} (CH) > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3422 (3071) || 30% (38%) || Somewhat rare confirm off CH {{clr|2|214B}}, as it's not the greatest move to just throw out fishing for CHs <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 4004 (3600) || -36% (-32%) || Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || 3111 || 6% || Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst <br />
|-<br />
| {{clr|2|5B}} > OMB > {{clr|2|236236B}} > {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 3591 || -46% || When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into {{clr|3|5C}} <br />
|-<br />
| DP (1) > {{clr|1|236236A}} > 66 {{clr|3|5C}} || {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || 1643 (1476) || -46% (-45%) || <br />
|}<br />
<br />
====Metered Extensions====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Base String !! Freeze Extension !! Additional Extension !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} || {{clr|3|Easy}} || 2677 (2411) || 800~1200 || 21% (27%) || Safe ender for higher prorated combos <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3195 (2877) || 1500~1700 || -36% (-32%) || Safe metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4537 (4085) || 2400~3000 || -29% (-23%) || Safe awakening/Shadow metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || - || {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5297 (4769) || 3400~3800 || -79% (-73%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|3|Easy}} || 3300 (2971) || 1100~1800 || 33% (43%) || Standard extension. More prorated combos may need to omit normals between the {{clr|3|2C}} and the sweep <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4228 (3806) || 2100~2700 || -20% (-12%) || Non-awakened metered extension <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || 4830 (4348) || 2700~3300 || -17% (-7%) || Awakening/Shadow only. {{clr|4|j.214214D}} > {{clr|4|236D}} is a fairly reliable metered extension after {{clr|3|236C}}. May need {{clr|3|j.214214C}} near the corner <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 5770 (5378) || 3700~4300 || -67% (-57%) || Same as above but uses even more meter <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} || {{clr|7|Medium}} || 3686 (3319) || 1600~2200 || -40% (-38%) || Not a great route standalone, but relevant for higher metered extensions <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|214C}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4985 (4588) || 3300~3500 || -89% (-86%) || Unawakened full meter dump route. Not very fuel efficient <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5756 (5182) || 4000~4300 || -89% (-86%) || <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 6696 || 5000~5200 || -139% || Awakened normal only <br />
|-<br />
| Air Hit {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|2|236236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6948 || 5200~5500 || -139% || Slightly weirder path but more optimal <br />
|}<br />
==Corner==<br />
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in {{clr|3|2C(1)}} > AoA~{{clr|4|D}} for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Extended Main Route !! Ender !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2025 (1872) || 33% (44%) || Corner opens up {{clr|3|2C}}(1) > AoA~{{clr|4|D}}. Can replace AoA~{{clr|4|D}} with dash cancel {{clr|1|2A}}+{{clr|2|B}} for stability <br />
|-<br />
| {{clr|1|5AAAAA}} || {{clr|2|214B}} || - || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 1832 || 54% || Shadow autocombo resource-building BnB (ends at Skull Cracker) <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2866 (2585) || 40% (52%) || Better starters allow for more extended route <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} || {{clr|1|236A}}~{{clr|1|236A}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3076 (2774) || 41% (54%) || 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do {{clr|3|5C}} > hc > {{clr|3|j.C}} <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|2|214B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 2857 (2578) || 36% (46%) || Fairly safe route off of B Skull Cracker. Can omit {{clr|2|214B}} or place after second Skull Cracker <br />
|-<br />
| ~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3246 (2926) || 41% (53%) || Optimal B Skull Cracker route, but a bit weird routing <br />
|-<br />
| {{clr|1|214A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} || {{clr|2|236B}}~{{clr|2|236B}} > {{clr|2|214B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 3668 (3307) || -25% (-25%) || {{clr|1|214A}}+{{clr|2|B}} gets effectively the same conversion as B Skull Cracker <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || {{clr|7|Medium}} || 4557 (4105) || -25% (-25%) || Pretty spacing-specific conversion off non-CH {{clr|3|214C}}+{{clr|4|D}}. Can replace {{clr|2|5B}} with {{clr|1|5A}} <br />
|}<br />
<br />
====Metered Extensions====<br />
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Main Route !! Ender !! Difficulty !! Damage !! Added Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} || {{clr|3|Easy}} || 2189 (1967) || 100~300 || 29% (37%) || Simple meterless damage route. AoA~{{clr|4|D}} enders generally aren't that good for damage routes <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 3177 (2856) || 1200~1200 || -22% (-14%) || <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|3|Easy}} || 3674 (3303) || 1700~1900 || -21% (-13%) || Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) || {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || {{clr|3|Easy}} || 4659 (4190) || 2500~2800 || -71% (-63%) || Awakening/Shadow only. Meter dump option <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|214D}} > {{clr|4|236236D}} || {{clr|7|Medium}} || 4737 (4260) || 2600~3400 || -87% (-84%) || C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with raw {{clr|2|j.B}} for a bit more reliability <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 5413 (4868) || 3300~4500 || -87% (-84%) || C Black Spot > B Power Charge route. Awakening/Shadow only <br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} || {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || 6992 || 4900~6800 || -137% || Full meter dump route. Awakening normal only <br />
|}<br />
<br />
==Fatal Counter Routes==<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Launcher !! Extended Main Route !! Main Route !! Ender !! Position !! Difficulty !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2A}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 2768 (2493) || 35% (45%) || {{clr|1|2A}} is an exceptionally bad starter, so this can't be extended too much <br />
|-<br />
| {{clr|2|5B}} (FC) || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4138 (3740) || 56% (72%) || Replace the first IAD {{clr|2|j.2B}} with dash cancel {{clr|2|5B}} for side swap. AoA~{{clr|4|D}} ender is a bit tight; can omit an IAD {{clr|2|j.2B}} loop <br />
|-<br />
| {{clr|3|214C}}+{{clr|4|D}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 5584 (5021) || -25% (-25%) || SB Black Spot always wall bounces on CH for easy confirms <br />
|-<br />
| {{clr|2|214B}} (FC) || Dash {{clr|3|5C}} || dc > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Anywhere || {{clr|4|Hard}} || 4357 (3916) || 51% (66%) || {{clr|2|214B}} gets a special note as being an excellent launcher for full screen corner carry <br />
|-<br />
| {{clr|3|214C}} (FC) || dc > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} || IAD {{clr|2|j.2B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 5184 (4661) || 57% (74%) || Corner Antiair. Launcher can also be {{clr|2|5B}} > {{clr|3|5C}} or {{clr|1|5A}} > {{clr|3|5C}} <br />
|-<br />
| {{clr|4|214D}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} || Corner || {{clr|4|Hard}} || 3460 (3127) || 47% (60%) || {{clr|4|214D}} is a worse starter than {{clr|3|214C}} but gets a wallbounce on CH for easy confirms <br />
|-<br />
| {{clr|4|214[D]}} (FC) || {{clr|3|5C}} || IAD {{clr|2|j.2B}} || {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || Anywhere || {{clr|4|Hard}} || 3259 (2938) || 32% (41%) || {{clr|4|214[D]}} gets wallbounce midscreen, but it's still a bad starter <br />
|}<br />
<br />
==Special Mentions==<br />
===Throw===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2729 (2425) || -45% (-44%) || Throw routes <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || {{clr|3|Easy}} || Anywhere || 3224 (2903) || -45% (-44%) || Current optimal 50 meter route <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || {{clr|3|Easy}} || Anywhere || 5079 (4571) || -94% (-92%) || Current optimal 100 meter route <br />
|-<br />
| Airthrow (FC) > {{clr|1|2A}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|3|Easy}} || Anywhere || 2767 (2489) || 20% (26%) || Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm <br />
|}<br />
<br />
===All Out Attack===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|j.236D}} || {{clr|3|Easy}} || Anywhere || 2550 (2285) || 32% (41%) || AoA~{{clr|3|C}} route that doesn't lead to knockdown <br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || {{clr|3|Easy}} || Anywhere || 2064 (1840) || 20% (25%) || AoA~{{clr|3|C}} route that does lead to knockdown <br />
|-<br />
| AoA~{{clr|4|D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Corner || 2787 (2545) || 34% (44%) || Fairly straightforward AoA~{{clr|4|D}} route. Jump cancel the D ender and do {{clr|2|j.2B}} while falling <br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || {{clr|7|Medium}} || Corner || 2930 (2666) || 33% (43%) || Less intuitive AoA~{{clr|4|D}} route requiring instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups <br />
|}<br />
<br />
==={{clr|3|2C}}===<br />
{{clr|3|2C}} is a strong poke that can be comboed into from counter hit/crouching {{clr|3|5C}} or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} > {{clr|4|236D}} || {{clr|7|Medium}} || Near Corner || 2806 (2610) || 33% (43%) || Confirm off of getting 2-hit {{clr|3|2C}}. Near corner only for the {{clr|4|236D}} knockdown. Dash cancel {{clr|1|5A}} won't connect at farther ranges <br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || {{clr|7|Medium}} || Anywhere || 2150 (1940) || 17% (22%) || More midscreen friendly route for 2-hit {{clr|3|2C}} that leads into {{clr|4|j.8D}} knockdown <br />
|-<br />
| {{clr|3|2C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1173 (1056) || 7% (9%) || This is also an option for 2-hit {{clr|3|2C}}. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great <br />
|}<br />
<br />
===DP===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! Notes <br />
|-<br />
| BD || {{clr|4|Easy}} || Anywhere || 1100 (990) || 16% (18%) || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || {{clr|7|Medium}} || Anywhere || 1593 (1431) || -46% (-45%) || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 1912 (1717) || -46% (-45%) || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || {{clr|7|Medium}} || Anywhere || 2776 (2478) || -44% (-43%) || Simple DP extension <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Difficulty !! Position !! Damage !! Meter !! width="500px" | Notes <br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || {{clr|3|Easy}} || Anywhere || 1230 (1105) || 12% (15%) || Sweep won't always reach, so it can be valuable to go straight into {{clr|1|214A}} in some confirms. Note some metered extensions can get weird without the extra sweep launch <br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|665C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || {{clr|4|Hard}} || Anywhere || 2960 (2660) || 30% (38%) || Very hard midscreen Skull Cracker Route, requiring weird microdash {{clr|3|5C}} timing. Can work from resets or instant Skull Cracker but it's very precise <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|2|214B}} >{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 6888 (6186) || -92% (-90%) || Corner-specific metered conversion off the {{clr|2|5B}} CH route <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || {{clr|7|Medium}} || Corner || 9024 || -141% || Corner-specific {{clr|2|5B}} CH route using SB Power Charge. Meter consumption only really worth it for normal Chie <br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Junpei_Iori/Combos&diff=285135P4U2R/Junpei Iori/Combos2022-06-18T03:46:13Z<p>Elite Soba: This is bunt, not spin</p>
<hr />
<div><center>{{Character Label|P4U2.5|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
==Combo Theory==<br />
Junpei primarily uses combos at the beginning of a round as a way to maximize how many Runs he gets so he can obtain Victory Cry. Once he has installed, this leads to much more varied combo routes thanks to Junpei gaining Clean Hits out of the ordeal. <br><br><br />
Clean Hits allows Junpei to gain more damage off of B normals and all his specials/supers, as well as gaining new properties for each of them so long as he hits them right. Not every hit is a guaranteed Clean Hit, so Junpei will generally be aiming to combo into Clean Hits rather than from them. Once he gets one Clean Hit, he'll always be aiming for more, which can lead to Junpei's infamous bat loops using 5B, 2B, and j.B Clean Hits. They work because of all the added untechable time that his Clean Hits obtain. <br />
==Pre-Victory Cry Combos==<br />
These combos are primarily used to get simple damage and obtain runs so Junpei can obtain Victory Cry.<br><br />
For numbers in Run Gain, values outside of parenthesis "()" represent the number of runs a combo builds with bases empty, while values inside of parenthesis represent the number of runs a combo builds when bases are loaded.<br><br />
For increased damage, most of these combos can add a super to gain more runs (Usually adding anywhere from 1-4). Doesn't matter which supers generally, but a popular one is Inferno Homer (236236A/B) < A Follow up.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 5AA > 5B > 2B > 2A+B > 214A || Anywhere || 1258 || -21 || 2(5) || Beginner || Extremely basic combo using sweep. Leaves Junpei at a more advantageous position thanks to frame advantage and distance compared to using Super Spin Swing as an ender, albiet for a bit less damage.<br />
|-<br />
| 2 || 5AA > 5C > 2C > 236C > 66 5A > 5B > jc j.A > j.B > jc > j.B > 236A || Anywhere || 1953 || 31 || 1(4) || Easy || Optimized 5A starter whilst utilizing a microdash<br />
|-<br />
| 3 || j.B > 5AA > 2C > 5C > jc j.A > j.B > jc j.A > j.B > 236B || Anywhere || 1981 || 28 || 1(4) || Beginner || BnB. If you land too close to the ground with j.B, then 5AA will push the opponent too far away to true combo into 2C.<br />
|-<br />
| 4 || C+D > 66 5B > 2B > 5C > jc j.A > j.B > jc j.B > 236A/B || Corner || 2052 || 25 || 2(5) || Easy || Throw confirm. Which Super Spin Swing you use doesn't seem to matter, they both do the same damage/meter gain.<br />
|-<br />
| 5 || j.B > 5B > 2B > 2A+B > 236A > OMB > 66 2B > 5B > jc j.B > jc j.B > 236B || Anywhere || 2319 || 22 || 6(9) || Intermediate || IVC with Inferno Homer > Home Run at the cost of his Burst Gauge since Super Spin Swing must be OMB'd in order to continue hitting B normals. Speaking of, you must OMB on Spins' launcher hit in order for this to work, since doing it during the multihit will let the opponent tech against the ground. Good if you want to immediately reach Junpei's win condition, but the Burst might be better saved for other, more damaging combos, and of course bursting out of a combo yourself. Can't be done in Shadow form thanks to OMB.<br />
|}<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Character Specific<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 5AA > 5C > 2C > 236C > 66 2A > 2B > 5B > jc j.A > j.B > jc j.B > 236A || Anywhere || 2058 || 35 || 2(5) || Hard || Optimized 5A variant. Microdash 2A is a very tight timing, but this combined with the added 2B makes the combo more rewarding for more damage and runs.<br><br />
Only works on <b> NA, YO, YK, YA, LB, SL, CH, MA, MS, AG, AD, LZ, </b>and <b>RI.</b><br />
|-<br />
| 2 || 5AA > 5B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A<br> <b>OR</b><br> 5A > 5B > 2B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A|| Anywhere || 1691/1665 || 32 || 2(5)/3(6) || Hard || Loop that hits tall standing characters. Requires a tight microdash after landing with a delayed j.A.<br> Only works on <b> YU, AD, MG, LZ, NA, YA, KE, MS, CH, AK, </b>and <b>MA.</b> Tighter delay on j.A on <b>NA</b> and <b>YA.</b><br />
|-<br />
|}<br />
<br />
==Victory Cry Combos==<br />
Once Junpei obtains Victory Cry, he gains the ability to do some hard hitting meterless combos thanks to Clean Hits, which becomes even more hard hitting when Junpei cashes out using supers, especially in Awakening when he gains access to Super Vorpal Bat thanks to its high minimum damage on Homerun. Bat loops are also a specialty of Junpei's, and doing them midscreen provides a good amount of corner carry. <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || j.B > 5AA > 2C > 5C > jc j.B > 2B > jc j.B > 2B > jc j.B > 2B > jc j.B > 236B > 236236B > (delay) A Follow Up|| Midscreen || 3294 || -13 || 10(13) || Intermediate || BnB bat loops that corner carries from midscreen. Ends with a B Inferno Homer for more damage than the A version, possible thanks to CL 236B. There's a delay in the follow up because swinging the moment you get out of super flash will result in the opponent being too high above Junpei, therefore whiffing. <br />
|-<br />
| 2 || j.B > 5AAA > 214A > B+D > (delay) 236B > 5B > c.A+C > j.B > 2B > jc j.B > 236B > 5B > 2D > 214D > 214214CD > Home Run || Corner || 5414 || -25 || 11(14) || Hard || CL 214A right after hitting 5AAA as to avoid crossing up and to successfully hit the CL, since delaying it slightly can still keep you on the same side, but will end up not getting CL. Also, there's a decently big delay between Junpei's DP and his 236B. You can actually land the CL 5B after either normal 236B or CL 236B since both have enough hitstun to allow it. You might be able to do a normal jump after the first 5B, but it tends to be more consistent if you do the short hop. Pretty simple from there, just a bat loop, CL 236B, CL 5B, and I figured spice up the combo with 2D > Deathbound > Vorpal. I think it goes without saying you should hit Homerun on Vorpal.<br />
|-<br />
| 3 || 5AAA > 214A > 236D > OMC > 5B > 2A+C > j.B > 66 5B > 2A+C > j.B < 236B || Fullscreen || 2603 || -25 || 5(8) || Intermediate || Corner-to-corner combo using OMC. Make sure to OMC on the second hit of 236D since follow ups will whiff otherwise. Jump cancelling after the 5B's is still a possibility, but it tends to be easier with a short hop.<br />
|-<br />
| 4 || C+D > 2B > 5C > jc j.B > (delay) 214A > B+D > (delay) 214B > 2C > 5C > jc j.B > j.2D > 214C/D || Corner || 3504 || 48 || 3(6) || Intermediate || Meterless 3.5K from grab. Also gives an IAD safe jump after <br />
|}<br />
<br />
==Shadow Frenzy Pre-Victory Cry Combos==<br />
Shadow Junpei is built very similarly to Junpei because all his non-Frenzy routes are the same thanks to having no actual difference in moves. However, Shadow Frenzy greatly benefits S. Junpei because he gets a greater advantage out of the special-into-special cancelling Shadow Frenzy provides because all A/B specials utilize his bat, therefore obtaining runs, and thus causes S. Junpei to build runs a lot easier thanks to Shadow Frenzy. This makes S. Junpei the superior character in a competitive environment thanks to building a lot more runs and dealing more damage during a Frenzy. <br><br />
<s>but he loses all his charm in Shadow Form, so Normal Junpei is still superior in my eyes</s><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! Starting SP !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 2A < 2A < 5AA < 5B < 2B < 2A+B < 236A < Frenzy 5B < 214AB < 236AB < 214A < 236A < 236236A < B Follow Up < 236236A < A Follow Up || Corner || ~2282 || 45 || 10(13) || Intermediate || I guess if you wanted an IVC combo off of a 2A starter in the corner, this is your best bet. The 5B after 236A < Frenzy has to be done extremely fast, otherwise it won't connect.<br />
|-<br />
| 2 || 5AAA < 236B, 5B < 2B < jc j.A < j.B < jc j.B < j.236B(1) Shadow Frenzy, j.236B(1) > j.236A > 236236A > B/D Follow Up, 214214CD > Home Run || Corner || 3589 || 43 || 10(13) || Intermediate || An IVC route off of a 5A starter in the corner. The j.236B after shadow frenzy has to be done as soon as possible, otherwise it'll drop.<br />
|}<br />
<br />
==Shadow Frenzy Victory Cry Combos==<br />
S. Junpei deals crazy damage inside of Shadow Frenzy thanks to the special-into-special cancelling + meter dumping making him less reliant on only using Clean Hits for follow ups, while still utilizing Clean Hits to their fullest potential for maximum damage output. <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! Starting SP !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 2A+B > Frenzy 5B > 2D > 214D > 236D > 236C > 236CD > 236A > 236AB > 236B > C+D (delayed follow up) > 214B > 66 2C > 214A > 214C > 236CD > 214214CD > Home Run || Midscreen || 8012 || 100 || 8(11) || Extremely Hard || Sweep Frenzy starter. Long and execution heavy combo, but well worth it due to the fact it...<br><br />
TOD's on <b>SL.</b><br />
|-<br />
|}<br />
<br />
==Videos==<br />
<big><br />
*'''''[https://youtu.be/1xd9ioHrRtg Pre-VC 1]'''''<br/><br />
*'''''[https://youtu.be/sRuh3pRi7e8 Pre-VC 2]'''''<br/><br />
*'''''[https://youtu.be/I7a9H8mQTjA Pre-VC 3]'''''<br/><br />
*'''''[https://www.youtube.com/watch?v=FYLskLV7_j0 Pre-VC 4]'''''<br/><br />
*'''''[https://youtu.be/WS2jlJqg000 Pre-VC 5]'''''<br/><br />
*'''''[https://youtu.be/IS5FA3FUiqQ Pre-VC - Character Specific 1]'''''<br/><br />
*'''''[https://youtu.be/e2bCE5Jm0Cg Pre-VC - Character Specific 2 Route 1]'''''<br/><br />
*'''''[https://youtu.be/I6bGNMEJ5GY Pre-VC - Character Specific 2 Route 2]'''''<br/><br />
*'''''[https://youtu.be/IijgXGgtVXc VC 1]'''''<br/><br />
*'''''[https://youtu.be/vVJaplO4kWQ VC 2]'''''<br/><br />
*'''''[https://youtu.be/1XiMV8stq_E VC 3]'''''<br/><br />
*'''''[https://youtu.be/isVdqczgshA VC 4]'''''<br/><br />
*'''''[https://youtu.be/dHs3-fGjUn8 Shadow Frenzy Pre-VC 1]'''''<br/><br />
*'''''[https://youtu.be/fJbPnZUotDs Shadow Frenzy Pre-VC 2]'''''<br/><br />
* '''''[https://twitter.com/Ninjaelephant31/status/1505052476612915201 Shadow Frenzy VC 1]'''''<br/><br />
*'''''<br />
</big><br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Junpei_Iori/Combos&diff=285111P4U2R/Junpei Iori/Combos2022-06-18T01:55:24Z<p>Elite Soba: LIZ HAS 8.5K HEALTH THIS VERSION</p>
<hr />
<div><center>{{Character Label|P4U2.5|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
==Combo Theory==<br />
Junpei primarily uses combos at the beginning of a round as a way to maximize how many Runs he gets so he can obtain Victory Cry. Once he has installed, this leads to much more varied combo routes thanks to Junpei gaining Clean Hits out of the ordeal. <br><br><br />
Clean Hits allows Junpei to gain more damage off of B normals and all his specials/supers, as well as gaining new properties for each of them so long as he hits them right. Not every hit is a guaranteed Clean Hit, so Junpei will generally be aiming to combo into Clean Hits rather than from them. Once he gets one Clean Hit, he'll always be aiming for more, which can lead to Junpei's infamous bat loops using 5B, 2B, and j.B Clean Hits. They work because of all the added untechable time that his Clean Hits obtain. <br />
==Pre-Victory Cry Combos==<br />
These combos are primarily used to get simple damage and obtain runs so Junpei can obtain Victory Cry.<br><br />
For numbers in Run Gain, values outside of parenthesis "()" represent the number of runs a combo builds with bases empty, while values inside of parenthesis represent the number of runs a combo builds when bases are loaded.<br><br />
For increased damage, most of these combos can add a super to gain more runs (Usually adding anywhere from 1-4). Doesn't matter which supers generally, but a popular one is Inferno Homer (236236A/B) < A Follow up.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 5AA > 5B > 2B > 2A+B > 214A || Anywhere || 1258 || -21 || 2(5) || Beginner || Extremely basic combo using sweep. Leaves Junpei at a more advantageous position thanks to frame advantage and distance compared to using Super Spin Swing as an ender, albiet for a bit less damage.<br />
|-<br />
| 2 || 5AA > 5C > 2C > 236C > 66 5A > 5B > jc j.A > j.B > jc > j.B > 236A || Anywhere || 1953 || 31 || 1(4) || Easy || Optimized 5A starter whilst utilizing a microdash<br />
|-<br />
| 3 || j.B > 5AA > 2C > 5C > jc j.A > j.B > jc j.A > j.B > 236B || Anywhere || 1981 || 28 || 1(4) || Beginner || BnB. If you land too close to the ground with j.B, then 5AA will push the opponent too far away to true combo into 2C.<br />
|-<br />
| 4 || C+D > 66 5B > 2B > 5C > jc j.A > j.B > jc j.B > 236A/B || Corner || 2052 || 25 || 2(5) || Easy || Throw confirm. Which Super Spin Swing you use doesn't seem to matter, they both do the same damage/meter gain.<br />
|-<br />
| 5 || j.B > 5B > 2B > 2A+B > 236A > OMB > 66 2B > 5B > jc j.B > jc j.B > 236B || Anywhere || 2319 || 22 || 6(9) || Intermediate || IVC with Inferno Homer > Home Run at the cost of his Burst Gauge since Super Spin Swing must be OMB'd in order to continue hitting B normals. Speaking of, you must OMB on Spins' launcher hit in order for this to work, since doing it during the multihit will let the opponent tech against the ground. Good if you want to immediately reach Junpei's win condition, but the Burst might be better saved for other, more damaging combos, and of course bursting out of a combo yourself. Can't be done in Shadow form thanks to OMB.<br />
|}<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Character Specific<br />
|-<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 5AA > 5C > 2C > 236C > 66 2A > 2B > 5B > jc j.A > j.B > jc j.B > 236A || Anywhere || 2058 || 35 || 2(5) || Hard || Optimized 5A variant. Microdash 2A is a very tight timing, but this combined with the added 2B makes the combo more rewarding for more damage and runs.<br><br />
Only works on <b> NA, YO, YK, YA, LB, SL, CH, MA, MS, AG, AD, LZ, </b>and <b>RI.</b><br />
|-<br />
| 2 || 5AA > 5B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A<br> <b>OR</b><br> 5A > 5B > 2B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A|| Anywhere || 1691/1665 || 32 || 2(5)/3(6) || Hard || Loop that hits tall standing characters. Requires a tight microdash after landing with a delayed j.A.<br> Only works on <b> YU, AD, MG, LZ, NA, YA, KE, MS, CH, AK, </b>and <b>MA.</b> Tighter delay on j.A on <b>NA</b> and <b>YA.</b><br />
|-<br />
|}<br />
<br />
==Victory Cry Combos==<br />
Once Junpei obtains Victory Cry, he gains the ability to do some hard hitting meterless combos thanks to Clean Hits, which becomes even more hard hitting when Junpei cashes out using supers, especially in Awakening when he gains access to Super Vorpal Bat thanks to its high minimum damage on Homerun. Bat loops are also a specialty of Junpei's, and doing them midscreen provides a good amount of corner carry. <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! SP Gain !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || j.B > 5AA > 2C > 5C > jc j.B > 2B > jc j.B > 2B > jc j.B > 2B > jc j.B > 236B > 236236B > (delay) A Follow Up|| Midscreen || 3294 || -13 || 10(13) || Intermediate || BnB bat loops that corner carries from midscreen. Ends with a B Inferno Homer for more damage than the A version, possible thanks to CL 236B. There's a delay in the follow up because swinging the moment you get out of super flash will result in the opponent being too high above Junpei, therefore whiffing. <br />
|-<br />
| 2 || j.B > 5AAA > 236A > B+D > (delay) 236B > 5B > c.A+C > j.B > 2B > jc j.B > 236B > 5B > 2D > 214D > 214214CD > Home Run || Corner || 5414 || -25 || 11(14) || Hard || CL 236A right after hitting 5AAA as to avoid crossing up and to successfully hit the CL, since delaying it slightly can still keep you on the same side, but will end up not getting CL. Also, there's a decently big delay between Junpei's DP and his 236B. You can actually land the CL 5B after either normal 236B or CL 236B since both have enough hitstun to allow it. You might be able to do a normal jump after the first 5B, but it tends to be more consistent if you do the short hop. Pretty simple from there, just a bat loop, CL 236B, CL 5B, and I figured spice up the combo with 2D > Deathbound > Vorpal. I think it goes without saying you should hit Homerun on Vorpal.<br />
|-<br />
| 3 || 5AAA > 214A > 236D > OMC > 5B > 2A+C > j.B > 66 5B > 2A+C > j.B < 236B || Fullscreen || 2603 || -25 || 5(8) || Intermediate || Corner-to-corner combo using OMC. Make sure to OMC on the second hit of 236D since follow ups will whiff otherwise. Jump cancelling after the 5B's is still a possibility, but it tends to be easier with a short hop.<br />
|-<br />
| 4 || C+D > 2B > 5C > jc j.B > (delay) 214A > B+D > (delay) 214B > 2C > 5C > jc j.B > j.2D > 214C/D || Corner || 3504 || 48 || 3(6) || Intermediate || Meterless 3.5K from grab. Also gives an IAD safe jump after <br />
|}<br />
<br />
==Shadow Frenzy Pre-Victory Cry Combos==<br />
Shadow Junpei is built very similarly to Junpei because all his non-Frenzy routes are the same thanks to having no actual difference in moves. However, Shadow Frenzy greatly benefits S. Junpei because he gets a greater advantage out of the special-into-special cancelling Shadow Frenzy provides because all A/B specials utilize his bat, therefore obtaining runs, and thus causes S. Junpei to build runs a lot easier thanks to Shadow Frenzy. This makes S. Junpei the superior character in a competitive environment thanks to building a lot more runs and dealing more damage during a Frenzy. <br><br />
<s>but he loses all his charm in Shadow Form, so Normal Junpei is still superior in my eyes</s><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! Starting SP !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 2A < 2A < 5AA < 5B < 2B < 2A+B < 236A < Frenzy 5B < 214AB < 236AB < 214A < 236A < 236236A < B Follow Up < 236236A < A Follow Up || Corner || ~2282 || 45 || 10(13) || Intermediate || I guess if you wanted an IVC combo off of a 2A starter in the corner, this is your best bet. The 5B after 236A < Frenzy has to be done extremely fast, otherwise it won't connect.<br />
|-<br />
| 2 || 5AAA < 236B, 5B < 2B < jc j.A < j.B < jc j.B < j.236B(1) Shadow Frenzy, j.236B(1) > j.236A > 236236A > B/D Follow Up, 214214CD > Home Run || Corner || 3589 || 43 || 10(13) || Intermediate || An IVC route off of a 5A starter in the corner. The j.236B after shadow frenzy has to be done as soon as possible, otherwise it'll drop.<br />
|}<br />
<br />
==Shadow Frenzy Victory Cry Combos==<br />
S. Junpei deals crazy damage inside of Shadow Frenzy thanks to the special-into-special cancelling + meter dumping making him less reliant on only using Clean Hits for follow ups, while still utilizing Clean Hits to their fullest potential for maximum damage output. <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! # !! Combo !! Position !! Damage !! Starting SP !! Run Gain !! Difficulty !! Notes<br />
|-<br />
| 1 || 2A+B > Frenzy 5B > 2D > 214D > 236D > 236C > 236CD > 236A > 236AB > 236B > C+D (delayed follow up) > 214B > 66 2C > 214A > 214C > 236CD > 214214CD > Home Run || Midscreen || 8012 || 100 || 8(11) || Extremely Hard || Sweep Frenzy starter. Long and execution heavy combo, but well worth it due to the fact it...<br><br />
TOD's on <b>SL.</b><br />
|-<br />
|}<br />
<br />
==Videos==<br />
<big><br />
*'''''[https://youtu.be/1xd9ioHrRtg Pre-VC 1]'''''<br/><br />
*'''''[https://youtu.be/sRuh3pRi7e8 Pre-VC 2]'''''<br/><br />
*'''''[https://youtu.be/I7a9H8mQTjA Pre-VC 3]'''''<br/><br />
*'''''[https://www.youtube.com/watch?v=FYLskLV7_j0 Pre-VC 4]'''''<br/><br />
*'''''[https://youtu.be/WS2jlJqg000 Pre-VC 5]'''''<br/><br />
*'''''[https://youtu.be/IS5FA3FUiqQ Pre-VC - Character Specific 1]'''''<br/><br />
*'''''[https://youtu.be/e2bCE5Jm0Cg Pre-VC - Character Specific 2 Route 1]'''''<br/><br />
*'''''[https://youtu.be/I6bGNMEJ5GY Pre-VC - Character Specific 2 Route 2]'''''<br/><br />
*'''''[https://youtu.be/IijgXGgtVXc VC 1]'''''<br/><br />
*'''''[https://youtu.be/vVJaplO4kWQ VC 2]'''''<br/><br />
*'''''[https://youtu.be/1XiMV8stq_E VC 3]'''''<br/><br />
*'''''[https://youtu.be/isVdqczgshA VC 4]'''''<br/><br />
*'''''[https://youtu.be/dHs3-fGjUn8 Shadow Frenzy Pre-VC 1]'''''<br/><br />
*'''''[https://youtu.be/fJbPnZUotDs Shadow Frenzy Pre-VC 2]'''''<br/><br />
* '''''[https://twitter.com/Ninjaelephant31/status/1505052476612915201 Shadow Frenzy VC 1]'''''<br/><br />
*'''''<br />
</big><br />
<br />
<br clear=all/><br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=284775P4U2R/Chie Satonaka/Combos2022-06-17T01:07:46Z<p>Elite Soba: Update FAQ section a bit</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|5AAAAA}} || 1691 || 26% || {{clr|6|Autocombo}} || Normal || Basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAA}} || 2091 || -31% || {{clr|6|Autocombo}} || Normal || Metered basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1628 || 34% || {{clr|6|Autocombo}} || Shadow || Shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1959 || -26% || {{clr|6|Autocombo}} || Shadow || Metered shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo.<br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || 25% || {{clr|3|Easy}} || Normal || B Skullcracker extension, made possible by Normal Chie's autocombo.<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1532 (1422) || 15% (19%) || {{clr|3|Easy}} || Both || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1153 (1036) || 11% (14%) || {{clr|3|Easy}} || Both || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || 1230 (1105) || 12% (15%) || {{clr|3|Easy}} || Both || Somewhat different from the usual flow, {{clr|3|5C}} > {{clr|1|214A}} can be a stable ender when sweep normally wouldn't react.<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3481 (3130) || -32% (-27%) || {{clr|3|Easy}} || Both || Simple metered damage extension (Awakening/Shadow only)<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 4704 (4233) || -85% (-81%) || {{clr|4|Hard}} || Both || Harder metered damage extension (Awakening/Shadow only). Replace {{clr|2|j.2B}} with {{clr|1|j.A}} for consistency if you're having trouble. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4647 (4181) Damage. Full corner carry.<br />
|-<br />
| FC {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2283 (2054) || 31% (40%) || {{clr|3|Easy}} || Both || Example of a route that becomes available through Fatal Counter<br />
|-<br />
| {{clr|1|5A}} > {{clr|3|214C}} > OMB > {{clr|2|236236B}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 6992 || -142% || {{clr|7|Medium}} || Normal || Simple OMB path off of just about anything and ends up being optimal/close enough to optimal<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1998 (1798) || 15% (18%) || {{clr|3|Easy}} || Both || Basic {{clr|2|5B}} BnB.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4252 (3824) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for damage. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4122 (3707) Damage. Full corner carry.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3958 (3559) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for okizeme.<br />
|-<br />
| CH {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3653 (3280) || 36% (46%) || {{clr|7|Medium}} || Both || {{clr|2|5B}} CH combo. Typically used for DP punishes. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [IAD airturn {{clr|2|j.BB}}], etc. The one listed is currently optimal. Requires dash before {{clr|2|5B}} against some crouching opponents for all of {{clr|4|2DD}} to hit, or can use {{clr|2|2B}} (CH) instead<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5366 (4822) || -17% (-8%) || {{clr|7|Medium}} || Both || Metered version of the above combo. Awakening/Shadow only. Depending on positioning, can swap {{clr|3|236C}} with {{clr|4|236D}} and/or {{clr|4|j.214214D}} with {{clr|3|j.214214C}}<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2900 (2611) || 29% (37%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. Optional {{clr|2|5B}} and {{clr|3|j.C}} are for height-dependent stability but you'll never need both (Damage listed is for picking {{clr|3|j.C}}). Not possible if opponent is too high<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2233) || 36% (33%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. First {{clr|2|5B}} is optional for stability depending on height<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1852 (1667) || 12% (16%) || {{clr|3|Easy}} || Both || Basic {{clr|3|5C}} BnB. Should start to look familiar.<br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 2503 (2251) || 18% (22%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2709 || 25% || {{clr|3|Easy}} || Normal || Normal Chie only. Extra corner carry<br />
|-<br />
| (CH) Far {{clr|3|5C}} > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2925 (2631) || 22% (28%) || {{clr|7|Medium}} || Both || <br />
|-<br />
| AA {{clr|3|5C}} > IAD {{clr|1|j.A}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3046 (2737) || 28% (35%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. Optional {{clr|3|j.C}} is if they're lower to the ground<br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2312 (2080) || 17% (22%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. No IAD but more positioning-specific to only get {{clr|3|2C}}(1)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 2150 (1940) || 17% (22%) || {{clr|3|Easy}} || Both || Confirming 2 hit {{clr|3|2C}} into {{clr|4|j.8D}} knockdown for safejump or {{clr|4|5DD}}/{{clr|4|2DD}} oki. Also works off of Antiair/CH {{clr|3|5C}} > {{clr|3|2C}}(2)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > dl.{{clr|2|214B}} || 2073 (1864) || 17% (22%) || {{clr|4|Hard}} || Both || Harder than the above route, and worse damage, but gives full screen corner carry. Requires slight delay on {{clr|2|214B}} or else they can air tech<br />
|}<br />
<br />
==={{clr|4|D}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|4|5DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 3458 (3110) || 33% (42%) || {{clr|3|Easy}} || Both || Sometimes {{clr|4|5DD}}/{{clr|4|2DD}} oki hits. You can do a similar route to the {{clr|2|5B}} (CH) > {{clr|4|2DD}} routes, but you need to exclude 1-2 hits due to proration. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|3|j.C}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], etc. {{clr|4|2DD}} works similarly but gives a bit less damage<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1338 (1194) || 10% (13%) || {{clr|3|Easy}} || Incredibly basic {{clr|1|j.A}} confirm. Particularly relevant when double jump isn't available<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|2|dj.BB}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1794 (1607) || 14% (18%) || {{clr|3|Easy}} || Basic air-to-air {{clr|1|j.A}} confirm. Honestly works with pretty much any {{clr|1|j.A}}-{{clr|3|C}} normal starter<br />
|-<br />
| [{{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|2|dj.BB}}] > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2505 (2245) || 26% (33%) || {{clr|7|Medium}} || Extended air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}} > {{clr|2|j.2B}}], [{{clr|2|j.BB}}], etc. Pretty much any string of air {{clr|1|A}}-{{clr|3|C}} normals ending in {{clr|2|j.BB}} or {{clr|2|j.2B}} > {{clr|4|j.8D}} depending on vertical spacing<br />
|-<br />
| [{{clr|2|j.BB}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2675 (2409) || 25% (32%) || {{clr|7|Medium}} || Even more spacing dependent air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}}], [{{clr|1|j.AA}}{{clr|3|C}}], [{{clr|1|j.AA}}{{clr|2|B}}], [{{clr|1|j.AA}}{{clr|2|2B}}], or pretty much anything depending on vertical spacing, but {{clr|2|j.BB}} is the main one where this path is better. At most one normal jump height, so airdash starter works but not superjump/double jump.<br />
|-<br />
| [{{clr|1|j.AA}}] > {{clr|3|j.C}} > {{clr|4|j.8D}} > Airdash {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2307 (2068) || 26% (33%) || {{clr|4|Hard}} || Situational air-to-air confirm {{clr|1|j.AA}} can be replaced with some combination of {{clr|1|j.A}}/{{clr|2|B}} normals<br />
|-<br />
| {{clr|4|j.D}} > Airdash [{{clr|2|j.2B}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2932 (2637) || 27% (35%) || {{clr|4|Hard}} || {{clr|4|j.D}} starter is a bit more forgiving for proration and allows for different connectors such as [{{clr|1|j.A}}], [{{clr|1|j.A}}{{clr|3|C}}], [{{clr|2|j.B}}], [{{clr|2|j.BB}}], [{{clr|2|j.BB}}{{clr|3|C}}], etc. depending on vertical spacing. Also works with {{clr|3|j.C}} (CH) starter<br />
|}<br />
<br />
===Furious Action Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| BD || 1100 (990) || 16% (18%) || {{clr|6|Not actually a combo}} || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 1593 (1431) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 1912 (1717) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 2776 (2478) || -44% (-43%) || {{clr|7|Medium}} || Awakening/Shadow only. Just doing {{clr|4|D}} meteors > {{clr|4|236D}} is 2758 (2480) damage and a lot easier<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|236D}} || 2550 (2285) || 32% (41%) || {{clr|3|Easy}} || Simple midscreen AoA~{{clr|3|C}} route that doesn't lead to knockdown<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || 2064 (1840) || 20% (25%) || {{clr|3|Easy}} || AoA~{{clr|3|C}} midscreen route that ''does'' lead to knockdown. Double jump {{clr|2|j.2B}} can safejump if timed well afterward but it's hard<br />
|-<br />
| AoA~{{clr|4|D}} (FC) || 1800 (1658) || 16% (20%) || {{clr|6|Not actually a combo}} || {{clr|4|D}} ender does give a fairly straightforward knockdown into safejump midscreen. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|}<br />
<br />
===Throw Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 (2425) || -45% (-44%) || {{clr|3|Easy}} || Simple metered throw route into knockdown/safejump, since Chie doesn't even get safejump off of CH throw anymore<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || 3224 (2903) || -45% (-44%) || {{clr|3|Easy}} || Current optimal metered throw route for damage<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5079 (4571) || -94% (-92%) || {{clr|3|Easy}} || High metered throw route for damage. Meteors can make damage vary a bit<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 5557 (4987) || -25% (-25%) || {{clr|4|Hard}} || Both || Occasionally replace {{clr|2|j.BB}} with just {{clr|2|j.B}} for consistency depending on height. Initial {{clr|3|5C}} can be optional. Can loop the (IAD delay {{clr|2|j.2B}} > {{clr|3|5C}}) segment 2-3 times which can increase or decrease total damage. Can side-swap depending on dash before initial {{clr|3|5C}}<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 6811 (6115) || -71% (-70%) || {{clr|4|Hard}} || Both || Can omit {{clr|3|5C}} > {{clr|3|2C}} or opt for {{clr|3|5C}} >{{clr|3|2C}}(1) for some stability<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 7334 (6585) || -70% (-69%) || {{clr|4|Hard}} || Both || Awakening/Shadow only<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} > dash {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 9448 || -148% || {{clr|3|Easy}} || Normal || (CH) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} works for both, but generally only normal in Awakening benefits from the meter usage<br />
|-<br />
| (CH) {{clr|2|214B}} > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 3422 (3071) || 30% (38%) || {{clr|3|Easy}} || Both || Somewhat spacing-dependent {{clr|2|214B}} CH confirm<br />
|-<br />
| ~{{clr|2|236B}} > 66 {{clr|3|5C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 2960 (2660) || 30% (38%) || {{clr|4|Hard}} || Both || Slightly spacing dependent B Skull Cracker route. Requires a slightly longer than normal microdash for the initial 66 {{clr|3|5C}}<br />
|}<br />
<br />
==Corner Only==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 1915 (1720) || 12% (18%) || {{clr|3|Easy}} || Both || {{clr|1|2A}}+{{clr|2|B}} gives a good knockdown to start her safejump pressure.<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2118 (1911) || 34% (44%) || {{clr|7|Medium}} || Both || AoA~{{clr|4|D}} ender gives more meter and a better knockdown, but is harder/can be impossible in some situations, and getting air hit AoA gives a significantly worse post-combo situation<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 1832 || 54% || {{clr|7|Medium}} || Shadow || Corner/near-corner Shadow autocombo extension for huge meter gain<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 3177 (2856) || -22% (-14%) || {{clr|3|Easy}} || Both || 50 meter version of the above combo.<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > [Air Backdash] > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3061 || -9% || {{clr|3|Easy}} || Shadow || Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki. Air Backdash can be replaced by [Backdash > Walk back slightly] or [Backdash x 2 > Walk forward slightly]<br />
|-<br />
| {{clr|1|5AAAA}} > {{clr|3|236C}} > {{clr|3|j.214214C}} > Air Backdash > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3127 || -24% || {{clr|3|Easy}} || Normal || Awakening only. Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 3674 (3303) || -21% (-13%) || {{clr|3|Easy}} || Both || Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4659 (4190) || -71% (-63%) || {{clr|3|Easy}} || Both || Awakening/Shadow only. Meter dump option<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4737 (4260) || -88% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with {{clr|3|j.C}} for easier inputs but less damage and occasional less reliability<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 5413 (4868) || -86% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 6992 || -137% || {{clr|7|Medium}} || Normal || Full meter dump route. Awakening normal only<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/dj > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2872 (2528) || 29% (38%) || {{clr|3|Easy}} || Both || Can also do AoA~{{clr|4|D}} (FC) ender for 3076 (2774), 41% (54%)<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > jc {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4607 (4145) || -41% (-39%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3786 (3407) || 45% (59%) || {{clr|7|Medium}} || Both || Corner/near-corner {{clr|2|5B}} CH route. Similar to midscreen but gets {{clr|2|214B}} after Skull Cracker and AoA ender<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 6888 (6186) || -92% (-90%) || {{clr|3|Easy}} || Both || Corner-specific {{clr|2|5B}} CH heavy metered route<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 8328 || -107% || {{clr|3|Easy}} || Normal || SB power Charge off {{clr|2|5B}} CH. Mostly beneficial for normal Chie<br />
|-<br />
| AA {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2696 (2421) || 40% (51%) || {{clr|4|Hard}} || Both || {{clr|2|2B}} Antiair route opened up by the corner. Stabilizing {{clr|2|5B}} after {{clr|2|2B}} and {{clr|2|214B}} after Skull Cracker won't work because they let the opponent tech out before {{clr|3|2C}}<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
<!--|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} > 2AB || 2880 (2592) || 23% (30%) || {{clr|7|Medium}} || Both || Incredibly cursed combo that only seems to work ''against'' Chie but leads to knockdown if you end up getting 2nd hit {{clr|3|2C}} *Note: Removing this combo because it only works on Chie consistently and Yukari and Adachi inconsistently lmao* --><br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 3536 (3182) || 34% (44%) || {{clr|7|Medium}} || Both || {{clr|3|5C}} > {{clr|3|2C}} antiair route if you end up getting 2nd hit {{clr|3|2C}}. In the corner {{clr|4|236D}} can actually give knockdown off shorter combos and leads to autotimed safejump by holding 7 but loses corner position<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2843 (2559) || 30% (39%) || {{clr|3|Easy}} || General combo from airdash {{clr|2|j.BB}} starter<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|3|214C}} > {{clr|4|236236D}} || 4145 (3730) || -14% (-4%) || {{clr|3|Easy}} || Metered option<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/jc > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4265 (3840) || -15% (-5%) || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4559 (4104) || -18% (-9%) || {{clr|3|Easy}} || These paths should start to feel familiar. Most things that work with A starters work here<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2787 (2545) || 34% (44%) || {{clr|3|Easy}} || Jump cancel the {{clr|4|D}} ender and do {{clr|2|j.2B}} while falling. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || 2930 (2666) || 33% (43%) || {{clr|7|Medium}} || This one requires instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4361 (3921) || -72% (-71%) || {{clr|3|Easy}} || {{clr|1|j.236A}}+{{clr|2|B}} close to the ground won't come out but will still allow for Skull Cracker followup for an "instant" overhead<br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3246 (2926) || 41% (53%) || {{clr|7|Medium}} || {{clr|2|B}} Skull Cracker reset combo. {{clr|1|236A}}~{{clr|2|236B}} won't combo on standing which leads to a cheeky reset<br />
|-<br />
| (FC) AA {{clr|3|214C}} > dc > [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 5177 (4649) || 56% (71%) || {{clr|4|Hard}} || {{clr|3|C}} Black Spot Antiair combo. Can be used to punish some DPs. Depending on height, can replace [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] section with [{{clr|2|5B}} > {{clr|3|5C}}] or [{{clr|1|5A}} > {{clr|3|5C}}]<br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br/><br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
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<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br/><br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
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<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br/><br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
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<br />
Q: 66 {{clr|3|5C}}? Microdash?<br/><br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > ... and the microdash is essential for the combo to connect.<br />
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<br />
Q: Optimizing Dragon Kick > Agneyastra?<br/><br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
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Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br/><br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
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==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=284770P4U2R/Chie Satonaka/Combos2022-06-17T01:03:19Z<p>Elite Soba: /* SB Specials */</p>
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<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|5AAAAA}} || 1691 || 26% || {{clr|6|Autocombo}} || Normal || Basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAA}} || 2091 || -31% || {{clr|6|Autocombo}} || Normal || Metered basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1628 || 34% || {{clr|6|Autocombo}} || Shadow || Shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1959 || -26% || {{clr|6|Autocombo}} || Shadow || Metered shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo.<br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || 25% || {{clr|3|Easy}} || Normal || B Skullcracker extension, made possible by Normal Chie's autocombo.<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1532 (1422) || 15% (19%) || {{clr|3|Easy}} || Both || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1153 (1036) || 11% (14%) || {{clr|3|Easy}} || Both || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || 1230 (1105) || 12% (15%) || {{clr|3|Easy}} || Both || Somewhat different from the usual flow, {{clr|3|5C}} > {{clr|1|214A}} can be a stable ender when sweep normally wouldn't react.<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3481 (3130) || -32% (-27%) || {{clr|3|Easy}} || Both || Simple metered damage extension (Awakening/Shadow only)<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 4704 (4233) || -85% (-81%) || {{clr|4|Hard}} || Both || Harder metered damage extension (Awakening/Shadow only). Replace {{clr|2|j.2B}} with {{clr|1|j.A}} for consistency if you're having trouble. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4647 (4181) Damage. Full corner carry.<br />
|-<br />
| FC {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2283 (2054) || 31% (40%) || {{clr|3|Easy}} || Both || Example of a route that becomes available through Fatal Counter<br />
|-<br />
| {{clr|1|5A}} > {{clr|3|214C}} > OMB > {{clr|2|236236B}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 6992 || -142% || {{clr|7|Medium}} || Normal || Simple OMB path off of just about anything and ends up being optimal/close enough to optimal<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1998 (1798) || 15% (18%) || {{clr|3|Easy}} || Both || Basic {{clr|2|5B}} BnB.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4252 (3824) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for damage. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4122 (3707) Damage. Full corner carry.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3958 (3559) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for okizeme.<br />
|-<br />
| CH {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3653 (3280) || 36% (46%) || {{clr|7|Medium}} || Both || {{clr|2|5B}} CH combo. Typically used for DP punishes. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [IAD airturn {{clr|2|j.BB}}], etc. The one listed is currently optimal. Requires dash before {{clr|2|5B}} against some crouching opponents for all of {{clr|4|2DD}} to hit, or can use {{clr|2|2B}} (CH) instead<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5366 (4822) || -17% (-8%) || {{clr|7|Medium}} || Both || Metered version of the above combo. Awakening/Shadow only. Depending on positioning, can swap {{clr|3|236C}} with {{clr|4|236D}} and/or {{clr|4|j.214214D}} with {{clr|3|j.214214C}}<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2900 (2611) || 29% (37%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. Optional {{clr|2|5B}} and {{clr|3|j.C}} are for height-dependent stability but you'll never need both (Damage listed is for picking {{clr|3|j.C}}). Not possible if opponent is too high<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2233) || 36% (33%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. First {{clr|2|5B}} is optional for stability depending on height<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1852 (1667) || 12% (16%) || {{clr|3|Easy}} || Both || Basic {{clr|3|5C}} BnB. Should start to look familiar.<br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 2503 (2251) || 18% (22%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2709 || 25% || {{clr|3|Easy}} || Normal || Normal Chie only. Extra corner carry<br />
|-<br />
| (CH) Far {{clr|3|5C}} > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2925 (2631) || 22% (28%) || {{clr|7|Medium}} || Both || <br />
|-<br />
| AA {{clr|3|5C}} > IAD {{clr|1|j.A}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3046 (2737) || 28% (35%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. Optional {{clr|3|j.C}} is if they're lower to the ground<br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2312 (2080) || 17% (22%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. No IAD but more positioning-specific to only get {{clr|3|2C}}(1)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 2150 (1940) || 17% (22%) || {{clr|3|Easy}} || Both || Confirming 2 hit {{clr|3|2C}} into {{clr|4|j.8D}} knockdown for safejump or {{clr|4|5DD}}/{{clr|4|2DD}} oki. Also works off of Antiair/CH {{clr|3|5C}} > {{clr|3|2C}}(2)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > dl.{{clr|2|214B}} || 2073 (1864) || 17% (22%) || {{clr|4|Hard}} || Both || Harder than the above route, and worse damage, but gives full screen corner carry. Requires slight delay on {{clr|2|214B}} or else they can air tech<br />
|}<br />
<br />
==={{clr|4|D}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|4|5DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 3458 (3110) || 33% (42%) || {{clr|3|Easy}} || Both || Sometimes {{clr|4|5DD}}/{{clr|4|2DD}} oki hits. You can do a similar route to the {{clr|2|5B}} (CH) > {{clr|4|2DD}} routes, but you need to exclude 1-2 hits due to proration. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|3|j.C}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], etc. {{clr|4|2DD}} works similarly but gives a bit less damage<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1338 (1194) || 10% (13%) || {{clr|3|Easy}} || Incredibly basic {{clr|1|j.A}} confirm. Particularly relevant when double jump isn't available<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|2|dj.BB}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1794 (1607) || 14% (18%) || {{clr|3|Easy}} || Basic air-to-air {{clr|1|j.A}} confirm. Honestly works with pretty much any {{clr|1|j.A}}-{{clr|3|C}} normal starter<br />
|-<br />
| [{{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|2|dj.BB}}] > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2505 (2245) || 26% (33%) || {{clr|7|Medium}} || Extended air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}} > {{clr|2|j.2B}}], [{{clr|2|j.BB}}], etc. Pretty much any string of air {{clr|1|A}}-{{clr|3|C}} normals ending in {{clr|2|j.BB}} or {{clr|2|j.2B}} > {{clr|4|j.8D}} depending on vertical spacing<br />
|-<br />
| [{{clr|2|j.BB}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2675 (2409) || 25% (32%) || {{clr|7|Medium}} || Even more spacing dependent air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}}], [{{clr|1|j.AA}}{{clr|3|C}}], [{{clr|1|j.AA}}{{clr|2|B}}], [{{clr|1|j.AA}}{{clr|2|2B}}], or pretty much anything depending on vertical spacing, but {{clr|2|j.BB}} is the main one where this path is better. At most one normal jump height, so airdash starter works but not superjump/double jump.<br />
|-<br />
| [{{clr|1|j.AA}}] > {{clr|3|j.C}} > {{clr|4|j.8D}} > Airdash {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2307 (2068) || 26% (33%) || {{clr|4|Hard}} || Situational air-to-air confirm {{clr|1|j.AA}} can be replaced with some combination of {{clr|1|j.A}}/{{clr|2|B}} normals<br />
|-<br />
| {{clr|4|j.D}} > Airdash [{{clr|2|j.2B}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2932 (2637) || 27% (35%) || {{clr|4|Hard}} || {{clr|4|j.D}} starter is a bit more forgiving for proration and allows for different connectors such as [{{clr|1|j.A}}], [{{clr|1|j.A}}{{clr|3|C}}], [{{clr|2|j.B}}], [{{clr|2|j.BB}}], [{{clr|2|j.BB}}{{clr|3|C}}], etc. depending on vertical spacing. Also works with {{clr|3|j.C}} (CH) starter<br />
|}<br />
<br />
===Furious Action Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| BD || 1100 (990) || 16% (18%) || {{clr|6|Not actually a combo}} || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 1593 (1431) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 1912 (1717) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 2776 (2478) || -44% (-43%) || {{clr|7|Medium}} || Awakening/Shadow only. Just doing {{clr|4|D}} meteors > {{clr|4|236D}} is 2758 (2480) damage and a lot easier<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|236D}} || 2550 (2285) || 32% (41%) || {{clr|3|Easy}} || Simple midscreen AoA~{{clr|3|C}} route that doesn't lead to knockdown<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || 2064 (1840) || 20% (25%) || {{clr|3|Easy}} || AoA~{{clr|3|C}} midscreen route that ''does'' lead to knockdown. Double jump {{clr|2|j.2B}} can safejump if timed well afterward but it's hard<br />
|-<br />
| AoA~{{clr|4|D}} (FC) || 1800 (1658) || 16% (20%) || {{clr|6|Not actually a combo}} || {{clr|4|D}} ender does give a fairly straightforward knockdown into safejump midscreen. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|}<br />
<br />
===Throw Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 (2425) || -45% (-44%) || {{clr|3|Easy}} || Simple metered throw route into knockdown/safejump, since Chie doesn't even get safejump off of CH throw anymore<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || 3224 (2903) || -45% (-44%) || {{clr|3|Easy}} || Current optimal metered throw route for damage<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5079 (4571) || -94% (-92%) || {{clr|3|Easy}} || High metered throw route for damage. Meteors can make damage vary a bit<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 5557 (4987) || -25% (-25%) || {{clr|4|Hard}} || Both || Occasionally replace {{clr|2|j.BB}} with just {{clr|2|j.B}} for consistency depending on height. Initial {{clr|3|5C}} can be optional. Can loop the (IAD delay {{clr|2|j.2B}} > {{clr|3|5C}}) segment 2-3 times which can increase or decrease total damage. Can side-swap depending on dash before initial {{clr|3|5C}}<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 6811 (6115) || -71% (-70%) || {{clr|4|Hard}} || Both || Can omit {{clr|3|5C}} > {{clr|3|2C}} or opt for {{clr|3|5C}} >{{clr|3|2C}}(1) for some stability<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 7334 (6585) || -70% (-69%) || {{clr|4|Hard}} || Both || Awakening/Shadow only<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} > dash {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 9448 || -148% || {{clr|3|Easy}} || Normal || (CH) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} works for both, but generally only normal in Awakening benefits from the meter usage<br />
|-<br />
| (CH) {{clr|2|214B}} > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 3422 (3071) || 30% (38%) || {{clr|3|Easy}} || Both || Somewhat spacing-dependent {{clr|2|214B}} CH confirm<br />
|-<br />
| ~{{clr|2|236B}} > 66 {{clr|3|5C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 2960 (2660) || 30% (38%) || {{clr|4|Hard}} || Both || Slightly spacing dependent B Skull Cracker route. Requires a slightly longer than normal microdash for the initial 66 {{clr|3|5C}}<br />
|}<br />
<br />
==Corner Only==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 1915 (1720) || 12% (18%) || {{clr|3|Easy}} || Both || {{clr|1|2A}}+{{clr|2|B}} gives a good knockdown to start her safejump pressure.<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2118 (1911) || 34% (44%) || {{clr|7|Medium}} || Both || AoA~{{clr|4|D}} ender gives more meter and a better knockdown, but is harder/can be impossible in some situations, and getting air hit AoA gives a significantly worse post-combo situation<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 1832 || 54% || {{clr|7|Medium}} || Shadow || Corner/near-corner Shadow autocombo extension for huge meter gain<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 3177 (2856) || -22% (-14%) || {{clr|3|Easy}} || Both || 50 meter version of the above combo.<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > [Air Backdash] > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3061 || -9% || {{clr|3|Easy}} || Shadow || Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki. Air Backdash can be replaced by [Backdash > Walk back slightly] or [Backdash x 2 > Walk forward slightly]<br />
|-<br />
| {{clr|1|5AAAA}} > {{clr|3|236C}} > {{clr|3|j.214214C}} > Air Backdash > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3127 || -24% || {{clr|3|Easy}} || Normal || Awakening only. Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 3674 (3303) || -21% (-13%) || {{clr|3|Easy}} || Both || Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4659 (4190) || -71% (-63%) || {{clr|3|Easy}} || Both || Awakening/Shadow only. Meter dump option<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4737 (4260) || -88% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with {{clr|3|j.C}} for easier inputs but less damage and occasional less reliability<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 5413 (4868) || -86% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 6992 || -137% || {{clr|7|Medium}} || Normal || Full meter dump route. Awakening normal only<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/dj > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2872 (2528) || 29% (38%) || {{clr|3|Easy}} || Both || Can also do AoA~{{clr|4|D}} (FC) ender for 3076 (2774), 41% (54%)<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > jc {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4607 (4145) || -41% (-39%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3786 (3407) || 45% (59%) || {{clr|7|Medium}} || Both || Corner/near-corner {{clr|2|5B}} CH route. Similar to midscreen but gets {{clr|2|214B}} after Skull Cracker and AoA ender<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 6888 (6186) || -92% (-90%) || {{clr|3|Easy}} || Both || Corner-specific {{clr|2|5B}} CH heavy metered route<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 8328 || -107% || {{clr|3|Easy}} || Normal || SB power Charge off {{clr|2|5B}} CH. Mostly beneficial for normal Chie<br />
|-<br />
| AA {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2696 (2421) || 40% (51%) || {{clr|4|Hard}} || Both || {{clr|2|2B}} Antiair route opened up by the corner. Stabilizing {{clr|2|5B}} after {{clr|2|2B}} and {{clr|2|214B}} after Skull Cracker won't work because they let the opponent tech out before {{clr|3|2C}}<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
<!--|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} > 2AB || 2880 (2592) || 23% (30%) || {{clr|7|Medium}} || Both || Incredibly cursed combo that only seems to work ''against'' Chie but leads to knockdown if you end up getting 2nd hit {{clr|3|2C}} *Note: Removing this combo because it only works on Chie consistently and Yukari and Adachi inconsistently lmao* --><br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 3536 (3182) || 34% (44%) || {{clr|7|Medium}} || Both || {{clr|3|5C}} > {{clr|3|2C}} antiair route if you end up getting 2nd hit {{clr|3|2C}}. In the corner {{clr|4|236D}} can actually give knockdown off shorter combos and leads to autotimed safejump by holding 7 but loses corner position<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2843 (2559) || 30% (39%) || {{clr|3|Easy}} || General combo from airdash {{clr|2|j.BB}} starter<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|3|214C}} > {{clr|4|236236D}} || 4145 (3730) || -14% (-4%) || {{clr|3|Easy}} || Metered option<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/jc > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4265 (3840) || -15% (-5%) || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4559 (4104) || -18% (-9%) || {{clr|3|Easy}} || These paths should start to feel familiar. Most things that work with A starters work here<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2787 (2545) || 34% (44%) || {{clr|3|Easy}} || Jump cancel the {{clr|4|D}} ender and do {{clr|2|j.2B}} while falling. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || 2930 (2666) || 33% (43%) || {{clr|7|Medium}} || This one requires instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4361 (3921) || -72% (-71%) || {{clr|3|Easy}} || {{clr|1|j.236A}}+{{clr|2|B}} close to the ground won't come out but will still allow for Skull Cracker followup for an "instant" overhead<br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3246 (2926) || 41% (53%) || {{clr|7|Medium}} || {{clr|2|B}} Skull Cracker reset combo. {{clr|1|236A}}~{{clr|2|236B}} won't combo on standing which leads to a cheeky reset<br />
|-<br />
| (FC) AA {{clr|3|214C}} > dc > [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 5177 (4649) || 56% (71%) || {{clr|4|Hard}} || {{clr|3|C}} Black Spot Antiair combo. Can be used to punish some DPs. Depending on height, can replace [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] section with [{{clr|2|5B}} > {{clr|3|5C}}] or [{{clr|1|5A}} > {{clr|3|5C}}]<br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}, or if there's just not enough meter left to squeeze in a super.<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br />
<br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br />
<br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br />
<br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br />
<br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|1|236236A}} > 66 {{clr|3|5C}} > ... and the microdash is essential to ensure proper spacing for the rest of the combo to connect. The Power Charge is what resets Chie to a neutral position again and allows her to run/microdash.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br />
<br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br />
<br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Strategy&diff=284495P4U2R/Chie Satonaka/Strategy2022-06-16T16:22:06Z<p>Elite Soba: /* Safejumps */</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br clear=all/><br />
==Overview==<br />
{{#ev:youtube|QPR3gcVkOgY}}<br />
<br />
Note: the above video is for 1.1. Chie's base gameplan hasn't changed too much in the patch, but her combo routing is vastly different.<br />
<br />
Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.<br />
<br />
===Normal vs Shadow===<br />
<div style="display: flex; justify-content: space-evenly; margin: auto;"><br />
<table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">Normal Chie</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAA}} autocombo acts as a launcher for plenty of corner carry in midscreen combos<br />
* {{clr|1|5AA}} is one of Chie's best moves for pressure, confirming, and stabilizing combos<br />
* Chie is the second best char in the game at forcing Awakening thanks to her quick DP<br />
* Awakening Chie can afford to Blue Burst and still get massive damage without it<br />
* OMB stabilizes weird hits and confirms<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Time in Awakening can be short or nonexistent based on opponents' combos (the latter case being particularly true against Shadow characters)<br />
* Making your gameplan be to lose 65% health to become better than S Chie is not a very stable idea<br />
</td><br />
</tr><br />
</table><table style="font-size: 14px; border-collapse: collapse; margin: 1em -1% 1em -1%; text-align: center; border-bottom: 1px solid rgba(160,160,160,.4); width: 45%;"><br />
<tr><br />
<td style="padding: 12px; font-size: 1.1rem;" colspan="2">{{clr|8|Shadow Chie}}</td><br />
</tr><br />
<tr><br />
<td style="background-color: rgb(54, 179, 126); color:white; width: 50%; font-size: 1.1rem;">'''Pros'''</td><br />
<td style="background-color: rgb(255, 93, 93); color:white; width: 50%; font-size: 1.1rem;">'''Cons'''</td><br />
</tr><br />
<tr><br />
<td style="width: 50%; text-align: left; padding: 6px; border-right: 1px solid rgba(160,160,160,.4); font-size: 14px;" valign="top"><br />
* {{clr|1|5AAAAA}} is a stable combo route in the corner, which allows S Chie to get the meter and burst bonus<br />
* Shadow Frenzy yields high unburstable damage routes off any hit<br />
* Permanent access to Agneyastra means better metered damage than reg Chie most of the time, even considering the 10% damage penalty. Also allows for Agneyastra > {{clr|3|2C}} > {{clr|4|5DD}} corner oki ender<br />
</td><br />
<td style="width: 50%; text-align: left; padding: 6px; font-size: 14px;" valign="top"><br />
* Still have to learn all of reg Chie's combo routes for when Shadow Frenzy isn't available/necessary<br />
* Lots of combo routes to learn for different Shadow Frenzy confirms<br />
* Shadow Frenzy routes are much harder executionally than the usual routes<br />
</td><br />
</tr><br />
</table><br />
</div><br />
<br />
===Using Meter===<br />
One of Chie's biggest strengths is her ability to efficiently use resources to convert any hit into huge damage. Due to this, a fairly common strategy is to stockpile meter and blow it all on one game-ending confirm. That said, Chie's non-combo-centric metered tools are very good as well. Thus, another flavor of playstyle is to use {{clr|3|214C}}+{{clr|4|D}}, {{clr|1|214A}}+{{clr|2|B}}, and Agneyastra to force her way through neutral and, alongside {{clr|1|236A}}+{{clr|2|B}}, establish safe continuous pressure. By consuming meter so readily, this style can take a handful more clean hits to finish a round, but generally has an easier time securing said hits. Lastly, Chie can have a rough time on defense, so using meter for Guard Cancel options is an important option to consider. It can feel painful to give up thousands of damage from a possible future confirm, but it definitely feels worse to lose a round with all that meter left unused.<br />
<br />
==Neutral==<br />
Chie's main tool in neutral is her speed. She doesn't have many oppressive hitboxes to throw out so your best bet is to be tricky enough with your movement that your opponent whiffs a big move, gets too intimidated to try to stuff your approach, or just simply doesn't react. Despite having very high speed and kill potential, Chie for some reason is in the high-average health tier (9,500) which gives her flexibility to make a few mistakes while approaching.<br />
<br />
Jumping in with run momentum is a fairly common option here. While it's tempting to airdash, it's valuable to hold your air options to bail out of the approach or react to the opponent's reaction, and by not airdashing it allows you to approach while airblocking. What makes this option scary is that Chie's {{clr|3|j.C}} and {{clr|4|j.D}} stall her air momentum and allow her to dodge or even ''beat'' many {{clr|2|2B}}s and other antiairs.<br/><br />
That said, airdash approaches are still a valuable part of her toolkit. Instant Airdashes (IADs) are really good for two things: jumping over and whiff punishing attacks, and running into antiairs. Use them sparingly. Airdashing higher in Chie's jump arc or airdashing from a super jump allow Chie to dodge many antiairs and still hit standing opponents with {{clr|3|j.C}}.<br />
<br />
{{clr|3|j.C}} is important to emphasize here, as it's one of Chie's best tools. It doesn't have Head attribute and has a low-reaching hitbox, so most typical antiair options can't rely on their attribute priority and end up losing vs it. The hitbox also allows Chie to approach from some hard-to-deal-with angles, like straight above, which some characters like Mitsuru can have trouble challenging with antiairs to begin with. With {{clr|2|2B}}s with shorter hitboxes, like Junpeis, Chie can {{clr|3|j.C}} at a height that hits crouching but outspaces {{clr|2|2B}}. Finally, {{clr|3|j.C}} also stalls Chie's air momentum just enough for Chie to recover and punish any whiffed antiairs that it baited. It's just about impossible to react to if Chie does a preemptive {{clr|3|j.C}} to bait out an antiair or fully commits to a jumpin, which leads to a rather rough guessing game on the receiving end. It also leads to full confirm on counterhit.<br/><br />
Unfortunately, {{clr|3|j.C}} isn't a perfect unbeatable tool (although admittedly it is very close). At most useful heights, it ''only'' leads to combo on CH, and ends up with weird frame advantage due to recovering too low for another aerial (effectively making her minus on block, or at least leaving a decent mashable gap). Against many characters, it can't both hit crouching and also outspace antiairs, so it can be susceptible to getting whiff punished if the antiair doesn't get baited.<br />
<br />
Chie's grounded approach game is necessary to complement her aerial approach game to not be too predictable. Chie has one of the best run speeds in the game and her {{clr|1|2A}} and {{clr|3|5C}} combine well with this to form fairly strong approach tools. {{clr|1|2A}} has fast startup, low recovery, and low profiles many pokes such as Narukami's {{clr|2|5B}} or Mitsuru's {{clr|1|5A}}. {{clr|3|5C}} is more committal, but it's still moderately fast and has pretty good reach. {{clr|1|2A}}+{{clr|2|B}} is also worth mentioning here due to its Chest attribute invulnerability, allowing it to beat some low reaching pokes that {{clr|1|2A}} can't low profile. It's a bit unfortunate that she doesn't really get much off of a Sweep hit but getting in and knockdown is good enough. It's tempting to try to use {{clr|1|5A}} here, but Chie has T. rex arms so it's very difficult to actually hit the opponent this way without running into a hitbox first.<br/><br />
Evasive Actions (more commonly referred to as Rolls in the EN community and Quick Escapes/QEs in JP) are also valuable for helping Chie get in. Some moves, like Elizabeth's {{clr|3|5C}}, can be rolled through for a full punish, or at least an advantageous position. That said, due to the kinda long duration, you'll sometimes end up being disadvantageous and still being forced to block. Additionally, a lot of options end up being autotimed to beat rolls, like Yukiko's {{clr|2|j.B}} fans.<br />
<br />
{{clr|3|2C}} received a lot of buffs in the 2.0 patch and has been upgraded from being purely a combo tool to also having utility in neutral. While {{clr|3|2C}} has fairly slow startup at 19f, it has a large hitbox that stuffs grounded and aerial approaches, and is very difficult for some characters to meaningfully whiff punish. It's also generally safe on block/dash cancel, and leads to fairly good damage+knockdown on dash cancel hitconfirm.<!-- idk how viable this is yet, but when the opponent is in the air, doing run through 2C seems to be an okay option. --><br />
<br />
Chie has a bit of a rough time handling aerial approaches. Her most intuitive option, {{clr|2|2B}}, has a very weird hitbox due to its sliding forward animation. It still works as an antiair, but requires experience to get familiar with. Other options include rising {{clr|1|j.A}}, {{clr|3|j.C}}, {{clr|4|j.D}}, or airthrow to preempt the jumpin; {{clr|1|5A}} in certain situations; and, surprisingly, {{clr|1|2A}}. {{clr|1|2A}} actually ends up low profiling a lot of aerial moves, causing the opponent to land on the hitbox and get punished.<br/><br />
{{clr|3|214C}} is another notable option here. It's awkward to punish for airborne opponents and has a very large hitbox that can surprise most opponents trying to float outside of {{clr|2|2B}}/{{clr|3|5C}} range. The unfortunate part is that it requires meter to convert off anything except CH in the corner. That said, it's still decent damage on its own and the Fatal Counter might intimidate opponents. Also Shadow Chie gets about 10k off a Shadow Frenzy FC combo midscreen so that's probably a pretty good deterrent. In a similar vein, {{clr|3|214C}}+{{clr|4|D}} is a very strong option (see [[P4U2.5/Chie Satonaka/Strategy#Metered_Options|Metered Options]] section).<br />
<br />
===Metered Options===<br />
Chie actually has solid SB specials to force her way through neutral, particularly through {{clr|3|214C}}+{{clr|4|D}} and {{clr|1|214A}}+{{clr|2|B}}.<br/><br />
{{clr|3|214C}}+{{clr|4|D}} has a fairly large hitbox, armor frames from frame 9 through to the end of active frames, is +5 on block (+0 on dash cancel), is a Fatal Starter, has 0 P1 meaning it's her best CH starter, and wallbounces for a full combo on counterhit (even midscreen). If Chie's wasn't so efficient at using meter in combos this move would be the number one priority.<br/><br />
{{clr|1|214A}}+{{clr|2|B}} is a lunge that covers 3/4 of the screen, is projectile invulnerable from frame 7 through to the end of active frames, and is +3 on block. Outside of the corner, it doesn't really lead to combos like {{clr|3|214C}}+{{clr|4|D}} does, but it's an option to get in that must be considered (although not necessarily respected) by most zoners.<br />
<br />
Agneyastra is also a very strong neutral-winner, although it's not the winning-est winning move. Many characters have full screen options that can punish Agneyastra activation, and the duration and pushback will occasionally require a second Agneyastra to properly cover your approach. This is just to say it's a neutral-winner, not a game-winner. Your opponents will be very unhappy to have to deal with this move.<br />
<br />
==Defense==<br />
Chie's defensive options are very lamentable. Her strongest unique option is her stubby 5f {{clr|1|5A}}, and other than that she mostly has to rely on system mechanics.<br />
<br />
Chie's DP is a bit of a weird tool. In all honesty, it's pretty bad: it has short range, very few catch frames, and caught attacks count as being blocked which allows for lots of unique counterplay. That said, the catch counterattack is faster than most DPs, which can allow it to beat some setups that are safe against "normal" DPs. Additionally, it has a short overall duration, so even if it fails the opponent might not be in a position to punish it, or might not react to it fast enough.<br />
<br />
{{clr|1|5A}}, {{clr|1|2A}}, and {{clr|3|5C}} are probably Chie's best options to try to wrestle back her turn, depending on how far the opponent is. While her {{clr|1|5A}} is incredibly short range, it's a pretty good option to hit Personas which can end some pressure strings. {{clr|2|2B}} is a somewhat inconsistent tool at times due to the weird sliding making it hard to hit opponents directly above her. {{clr|3|2C}} is an interesting option because it has very far reach and maintains Chie's crouching hurtbox, so it can be used to answer certain scenarios.<br />
<br />
Chie does have some cheeky tools that let her try to escape the corner. Airdash {{clr|4|j.2D}} allows Tomoe to intercept anyone coming up to try to catch her escape, and {{clr|3|j.236C}}+{{clr|4|D}} launches Chie pretty far fairly quickly and still retain air options. These are not strong, reliable options, but they are options nonetheless.<br />
<br />
{{clr|3|214C}}+{{clr|4|D}} does have armor frames, so it's not the worst option. The armor starts kinda late so you can't mash it out of blockstun, but it does work as an answer to some situations. Since it uses a {{clr|3|C}}+{{clr|4|D}} input, it can also be used as a Throw tech Option Select.<br />
<br />
==Offense==<br />
Chie's most stable offensive options come from frame traps and strike/throw pressure. She doesn't really have strong overhead/crossup options (although they do exist and are valuable to represent) so most of her blockstrings focus on threatening throws and leaving gaps for people who are antsy and try to get out. That said, Chie's pressure strings are very flexible and her ability to convert resources into big damage off any hit means that being on the receiving end of Chie's offense is very scary.<br />
<br />
===Basic===<br />
The cornerstones of Chie's pressure game are {{clr|1|5A}}, {{clr|1|2A}}, and Throw. {{clr|1|5A}} and {{clr|1|2A}} can be used a combined 3 times in a string (input {{clr|1|4A}} to avoid getting autocombo) and are only slightly minus on block (-1 and -3 respectively), so using 1-3 of these moves and then microdashing and repeating the process can be very tough to challenge for a lot of characters, especially when adding slight gaps between them. {{clr|1|4A}} can be particularly threatening for chars with 12f or slower reversals because {{clr|1|5A}}/{{clr|1|2A}} > dl. {{clr|1|4A}} can be timed to recover in time to block the reversal. Adding throws to the mix makes it so opponents can't just crouchblock all day. {{clr|1|5A}}/{{clr|1|2A}} have low recovery and blockstun, so {{clr|1|5A}}/{{clr|1|2A}} > Throw works great as a [[Tick Throw|tick throw]].<br />
<br />
A typical string could look something like {{clr|1|5A}} > dl. {{clr|1|4A}} > 66 > {{clr|1|5A}} > dl. {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 > {{clr|1|5A}} > 66 {{clr|1|2A}} > dl. {{clr|1|5A}} > 66 Throw, etc.<br />
<br />
It's important to mention that another "invisible" part of Chie's kit here is just waiting. Either just crouchblocking or backdashing occasionally can bait reversals and help get a feel for what the opponent likes to do on defense. One DP punish combo is worth about as much as three throws/midscreen combos or two corner combos.<br />
<br />
===Fancier stuff===<br />
Maybe your opponent has godlike reactions and can tech throws when they're looking for them and you need to overload their mental stack. Maybe they know throw tech option selects. Maybe you're just getting bored pressing only pressing the A button for minutes at a time. If any of these describe you then this section is for you. This list is by no means exhaustive but should hopefully illustrate some of the many options Chie has at her disposal.<br />
<br />
* {{clr|1|5A}} > {{clr|2|2B}}/{{clr|3|5C}} - {{clr|1|5A}} has 9f blockstun, {{clr|2|2B}} is 10f startup, and {{clr|3|5C}} is 12f startup. Easily-timed way to catch people trying to mash after {{clr|1|5A}} (especially for the third A normal in a string)<br />
** {{clr|1|2A}} doesn't work as well here because it's 10f blockstun and doesn't combo into {{clr|3|5C}} on hit. Slightly more manual timing with {{clr|1|5A}}/{{clr|1|2A}} > {{clr|1|5AA}}/{{clr|2|5B}}/{{clr|2|2B}} is perfectly fine though<br />
* {{clr|1|5AA}} > Throw/66 {{clr|1|5A}} - Normal Chie only. Normal Chie {{clr|1|5AA}} is a really good pressure tool because it's only -2 and pulls the opponent toward you slightly<br />
* ... > dl. {{clr|3|j.C}} - Instant {{clr|3|j.C}} is a strong bait against standing throw techs and some mashes. Leads to combo on CH with {{clr|2|j.2B}} > {{clr|2|5B}} > ...<br />
** {{clr|3|5C}} > {{clr|3|j.C}} is frametight so there's a lot of flexibility with how to use instant {{clr|3|j.C}}<br />
** On block, {{clr|3|j.C}} > {{clr|2|j.B}}/{{clr|2|j.2B}} is a valid option to reset pressure. It's an 8/9f gap that's fairly easily antiaired, but often times people won't recognize the gap and will respect it<br />
** '''Any time one of these sequences leads to {{clr|2|j.B}}/{{clr|2|j.2B}}, it generally opens up empty {{clr|1|2A}} and airdash {{clr|2|j.BB}} as well'''<br />
* {{clr|1|5A}} > dl. {{clr|1|j.A}} - Catches fuzzy jumps and can follow up/catch stand tech with {{clr|3|j.C}}, as well as other misc air options due to fast recovery of {{clr|1|j.A}}<br />
** Results in slightly awkward position if opponent does nothing. Midscreen can airdash back {{clr|1|j.A}}/{{clr|2|j.B}} for uncrossup<br />
* {{clr|1|5A}}/{{clr|2|5B}}/{{clr|2|2B}}/{{clr|3|5C}}/{{clr|1|2A}}+{{clr|2|B}} > jump > dl. {{clr|2|j.B}}/{{clr|2|j.2B}} - Somewhat lazy pressure reset option that takes advantage of how many of Chie's moves are jump cancelable on block. Susceptible to antiairs<br />
** Midscreen, can opt to jump forward and airturn {{clr|2|j.B}}/{{clr|2|j.2B}} to turn the lazy pressure reset into a lazy crossup as well<br />
* ... > hop {{clr|2|j.B}}/{{clr|2|j.2B}} - Using hop as a reset tool is a bit less telegraphed than a normal jump cancel at times. A bit more committal due to limited air options, though<br />
* ... > hop {{clr|3|j.C}} > {{clr|1|j.A}} - This gets a special mention. {{clr|3|5C}} > {{clr|3|j.C}} has an 8f gap, and {{clr|3|j.C}} > {{clr|1|j.A}} has a 5f gap and still hits crouching (not an overhead). Ends at +2. Beats many (all?) {{clr|2|2B}} antiair attempts<br />
* ... > {{clr|4|j.2D}} - {{clr|4|j.D}} is weird in that it only hits char-specifically against crouching opponents in proximity block but sometimes people will stand in reaction to the jump, so instant {{clr|4|j.2D}} can be used to get some plus frames. Loses a lot to DPs<br />
** Hits crouchblocking: Teddie, Mitsuru<br />
** Beats {{clr|2|2B}} once active: Margaret, Narukami, Yosuke (sometimes), Elizabeth<br />
* {{clr|2|5B}}/{{clr|2|2B}} > 44 > 66 {{clr|2|2B}} - {{clr|2|2B}} preserves dash momentum which can make this a somewhat unexpected pressure reset tool<br />
** 66 {{clr|3|5C}} is another option here but leaves Chie farther out<br />
* {{clr|3|5C}}/{{clr|3|2C}} > dash cancel {{clr|1|5A}} - Dash canceling C moves leaves Chie only at -3, making this an acceptable pressure reset tool<br />
* ... > {{clr|4|2DD}} - Using {{clr|4|2DD}} in pressure is a bit risky because of the startup, but can let Chie jump at the opponent and get a basic high/low<br />
** {{clr|4|5DD}} is even harder to pull off but gives way more plus frames<br />
** There's no reason for an opponent to not mash DP on reaction to this (except Labrys who gets hecked up by her armor hitstop, and sometimes like Liz/Margaret) because at worst if they react to slow they just block instead of DP.<br />
* ... > {{clr|1|236A}}+{{clr|2|B}} - Metered pressure reset tool. Costs 25 meter but is +6 and leaves Chie next to the opponent<br />
** Important to note that {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}}+{{clr|2|B}} lets the opponent air tech out so it can be iffy if the opponent gets hit by the sweep<br />
** It's multihitting and fairly active, which can give opponents a window to Guard Cancel out fairly safely<br />
* ... > {{clr|3|214C}}+{{clr|4|D}} - Similar to {{clr|1|236A}}+{{clr|2|B}}, it costs 25 meter and is +5. Doesn't bring Chie closer though but yields about 5k on CH in exchange<br />
** Notably in the corner, {{clr|3|214C}}+{{clr|4|D}} can be spaced to beat throw techs and throw tech OSes, armor through DPs and mashes, and still leave a ~3f gap into microdash {{clr|1|5A}}<br />
* ... > {{clr|1|236236A}} - A Power Charge is pretty much another OMC for Chie, but without the tricky instant mixup stuff. Instead you just get to hit people harder if you do open them up<br />
* {{clr|1|236A}} > OMC > {{clr|2|j.B}} - Very fast overhead option<br />
<br />
====Midscreen only====<br />
* {{clr|1|5A}}/{{clr|1|2A}}/{{clr|2|5B}}/{{clr|2|2B}} > jump back > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Crosses up and allows for pressure reset on block. Can also cause antiairs to whiff very occasionally<br />
* {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|3|j.C}} > (OMB) - {{clr|3|j.C}} crossup that can be a bit hard to confirm off. If you time it right, the followup OMB can uncrossup again<br />
* Run up > hop > air turn > {{clr|2|j.B}} - Crossup that only works midscreen on crouching opponents with dash momentum. The requirements seem rather specific but it's a situation that arises quite frequently<br />
<br />
====Corner only====<br />
* {{clr|1|5AA}} > {{clr|2|5B}} > jump > air turn > air backdash > {{clr|2|j.B}}/{{clr|1|j.A}} - Normal Chie only. Takes advantage of the pullback to get a crossup in the corner ([https://twitter.com/Elite_Soba/status/1526769646983970816 link])<br />
* {{clr|3|5C}} > dl. {{clr|2|5B}}/{{clr|2|2B}} - {{clr|3|5C}} has a lot of blockstun and a long cancel window, so this frametraps people reacting to Chie not doing anything for a while after {{clr|3|5C}} and trying to mash<br />
* {{clr|3|5C}} > Instant air backdash > ({{clr|3|j.C}}) > {{clr|3|5C}} - Fairly hard to challenge sequence that leaves Chie well spaced but Tomoe in front of the opponent<br />
** Ending in {{clr|3|5C}} > {{clr|4|2DD}} gives plenty of plus frames to go back in and reestablish pressure<br />
** Ending in {{clr|3|5C}} > ({{clr|3|2C}}) > {{clr|4|214D}} gives a D Black Spot that's really hard to punish because Tomoe is invulnerable until active frames. Leads to full combo on CH and is 0 on block on dash cancel<br />
* {{clr|3|5C}} > jump back {{clr|3|j.C}} > {{clr|3|j.C}} > {{clr|3|5C}} - A fairly awkward string to punish and loops back into itself<br />
** The punish is generally to hit Tomoe with a fast attack and then cancel into a slower, longer range attack while Chie is still in recovery<br />
* {{clr|1|236A}}~{{clr|1|236A}}/{{clr|2|B}} or {{clr|1|236A}} > (OMC) > {{clr|1|2A}}/Throw - Technically, Skull Cracker works anywhere, but is only particularly noteworthy in the corner<br />
** The Skull Cracker/{{clr|1|2A}} high/low isn't really a mixup unless you use OMC to adjust the timing. Mostly just to take advantage of people being overly respectful of Skull Cracker after Rampage<br />
** {{clr|1|236A}} > Block is also valuable here because some people will mash DP after {{clr|1|236A}} to avoid Skull Cracker "mixups"<br />
* {{clr|2|236B}} - B Rampage is +2 but the middle hits whiff on crouching, so it can get DP/{{clr|2|2B}}/etc punished<br />
** Largely a knowledge check that provides free pressure resets if the opponent isn't aware<br />
* ... > {{clr|2|j.B}}/{{clr|2|j.2B}} > {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} - {{clr|2|j.B}}/{{clr|2|j.2B}} pressure resets can be scary because they open up instant Skull Cracker<br />
* ... > {{clr|1|214A}}+{{clr|2|B}} - Kinda like {{clr|1|236A}}+{{clr|2|B}} but it's only +3. Mainly a corner option due to poor midscreen conversion options<br />
** The single hit can make it harder to Guard Cancel out of though<br />
* {{clr|3|236236C}}+{{clr|4|D}} > OMC > {{clr|1|5A}} > {{clr|1|2A}}+{{clr|2|B}} - 125 meter unblockable. Not very good but can close out rounds (S Chie can get okay damage off it with Shadow Frenzy [https://twitter.com/Elite_Soba/status/1504901248524296192 link])<br />
<br />
====Questionable Ideas====<br />
* AoA - AoA isn't a reliable mixup tool, but it does work sometimes. The airborne and armor frames make it beat standing throw techs and some mashes a lot though, which honestly can be more useful than the overhead aspect<br />
* {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|3|214C}}/{{clr|4|D}} > (dash cancel) - None of these specials are safe on block on their own but the threat of the subsequent ones can let you get away with them. More than anything, this string just represents panic options after a blocked {{clr|1|236A}}<br />
* Run up DP > DP - DP has a total duration of 24f which means the unexpected initial DP can be hard to react to and punish, and the second DP will subsequently catch the failed punish attempt. Deals more mental damage than actual in-game damage<br />
* ... > Dash Cancel > DP - Chie's dash cancels generally leave her at slight frame disadvantage and at point blank, which means opponent can mash to take back their turn. DP beats mash, so this should be a great idea, right?<br />
<br />
==Combos==<br />
See the [[P4U2.5/Chie Satonaka/Combos|combos]] page for actual combos. This section will mostly focus on things like meter usage and okizeme.<br />
<br />
===Basics===<br />
The general idea is to end each combo in a knockdown that lets Chie advantageously restart pressure until she has enough resources to secure a kill. This means that autocomboing is ill-advised except in very certain situations because her autocombos generally don't knock down. The same is true for Dragon Kick ender (except D Dragon Kick in the corner sometimes).<br />
<br />
===Corner Carry/Positioning===<br />
Chie is arguably much scarier in the corner than midscreen, due to more pressure tools and combo routes opening up. The exact degree of this increased scariness is largely up to personal preference. This mainly comes into play for grounded confirms and throws, where Chie can opt to spend meter for effectively full screen corner carry. A capable Shadow Chie player might even opt for normal Chie just because of the corner carry from the autocombo extension route.<br />
<br />
Airborne confirms generally don't need to spend resources to unlock their corner carry potential.<br />
<br />
Arguments against forcing corner carry include maintaining crossup potential and the fact that Chie can still deal ridiculous damage midscreen.<br />
<br />
====Notable Corner Carry Routes====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo !! Damage !! Meter Requirement !! Notes <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 || - || Crouching only. 2/3 corner carry <br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || - || Normal Chie only. 3/4 corner carry <br />
|-<br />
| {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} || 1379 || 5 || Shadow Chie only. 2/3 corner carry. Notable for the autocombo meter <br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} > {{clr|2|214B}} || 1602 || 18 || 2/3 corner carry <br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 4004 || 36 || Full corner carry. Possible off A starters but much tighter <br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 || 45 || 1/2 corner carry <br />
|}<br />
<br />
===Okizeme===<br />
After getting a knockdown, Chie has three main options to get her pressure started again: Meaty {{clr|1|5A}}, safejumps, and D move Persona oki<br />
<br />
====Meaty {{clr|1|5A}}====<br />
Of the three options listed here, this one is probably the weakest, but can be done on virtually any knockdown and any wakeup timing. {{clr|1|5A}} has 8f recovery, so frame perfectly having the opponent wake up on the last active frame means Chie should recover and be able to block any reversals that are 9f or slower. This means everyone's DPs except Chie, Naoto, Rise, Teddie, Yosuke (coincidentally, all the counter DPs), and Kanji (whose DP is also kind of a counter DP). In practice, all the other DPs are 10f at fastest, so you have a 2f window for meaty {{clr|1|5A}} to be DP safe.<br />
<br />
Meaty {{clr|1|5A}} is most notable after throws because they're just about the only knockdown Chie gets that doesn't result in a safejump. It's also valuable if the opponent delays their tech to mess up safejump timing, although getting precise meaty timings from there can be tricky.<br />
<br />
====[[Safe Jump|Safejumps]]====<br />
Chie gets safejumps off of just about every knockdown she gets. Some of her knockdowns are also flexible enough to allow her to side swap with her safejump if desired. The general idea is to jump or IAD immediately when the opponent hits the floor, but there are some more advanced options too.<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Combo Ender !! Setup !! Position !! Other notes <br />
|-<br />
| {{clr|1|214A}} || Hold up forward || Any || Works both on grounded hit and after sweep. More prorated combos can allow air teching though <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Jump forward when the opponent hits the ground || Any || Sweep knocks down much more reliably than {{clr|1|214A}}, so this is a valuable setup to learn even though the timing is manual <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} || Immediate neutral super jump > air turn > air backdash when the opponent hits the ground || Any || Fairly reliable side swap safejump setup, but the timing takes some practice <br />
|-<br />
| {{clr|2|214B}} || Run forward and forward jump when the opponent hits the ground || Any || {{clr|2|214B}} ender gives a lot of corner carry and still provides a safejump <br />
|-<br />
| {{clr|4|j.8D}} || Jump forward when the opponent hits the ground || Any || {{clr|4|j.8D}} ender generally opens up {{clr|4|5DD}}/{{clr|4|2DD}} oki, but a normal safejump is sometimes possible too <br />
|-<br />
| AoA~{{clr|4|D}} || Instant air backdash > jump forward when the opponent hits the ground || Corner || AoA~{{clr|4|D}} ender generally prefers going into {{clr|4|5DD}} oki, but a normal safejump is possible too <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward (technically up back because it side swaps) || Corner || Stable safejump off {{clr|4|236D}} ender, but loses corner position <br />
|-<br />
| {{clr|2|236B}}~{{clr|2|236B}} > ({{clr|2|214B}}) > {{clr|4|236D}} || Hold up forward > air turn > air backdash || Corner || Harder safejump but regains corner positioning <br />
|}<br />
<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side --><br />
<br />
Generally {{clr|2|j.2B}} is the best option for safejumps due to it having the highest blockstun (without affecting her air momentum like {{clr|3|j.C}}). The timing for the actual aerial isn't too precise, but if desired can be set up by doing an instant {{clr|2|j.B}} as a framekill for the forward jump safejump options.<br />
<br />
Once the opponent starts respecting the safejumps and blocks on wakeup, that opens up some simple mixups such as airdash {{clr|2|j.BB}}, empty {{clr|1|2A}}, empty throw, etc. Note that this layer of mixup can be beaten by delaying the DP input until a few frames after wakeup, when the expected safejump hitstop and hitstun would be.<br />
<br />
With slightly more precise timing, Chie can do {{clr|2|j.2B}} > {{clr|1|j.A}} for a double overhead and have it still be a safejump. This is a lot tighter, especially against faster reversals, and sometimes the buffered {{clr|1|j.A}} will lead to a grounded {{clr|1|5A}} if the opponent DPs, resulting in a counter hit.<br />
<br />
=====Special Reversal Options=====<br />
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option<br />
* Kanji's Command Grabs - {{clr|4|214D}} and {{clr|3|214C}}+{{clr|4|D}} don't have strike invul on frame 1 but can lead to sad times if you mistime your attack. {{clr|3|214214C}}, {{clr|4|214214D}}, and {{clr|3|214214C}}+{{clr|4|D}} do have full invul<br />
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option<br />
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these<br />
* Elizabeth's Ghastly Wail - Elizabeth has a frame 1 invul command grab super which is her only kinda decent reversal option. It's at best 4 after flash, so you can deal with this roughly the same way you deal with her DP<br />
* Elizabeth's Debilitate - This is a counter but the catch isn't active on frame 1, so it'll only catch you if you mistime your attack<br />
* Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that<br />
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it<br />
* Naoto's DP~Safety - Naoto's DP is a counter that has a backdash followup. Not amazingly strong, but should be aware of as an option<br />
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you<br />
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup<br />
* This list probably isn't complete<br />
<br />
====D Normals====<br />
Chie's {{clr|4|5DD}}, {{clr|4|2DD}}, and {{clr|4|j.D}} are fairly solid oki tools that allow Chie to outspace most reversal options. This is generally Chie's best oki tool, but is the hardest to reliably secure. Note that since these take advantage of spacing and not raw frame windows, some setups that work midscreen might not work in the corner.<br />
<br />
Common setups:<br />
* ... > {{clr|4|j.8D}} > {{clr|4|5DD}}<br />
* ... > AoA~{{clr|4|D}} > Instant air backdash > {{clr|4|5DD}} - Corner only<br />
* ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > 66 {{clr|4|5DD}} - Midscreen only, and char specific. Different starting combos will change which chars this works on. Most stable against Akihiko, Elizabeth, Kanji, Ken, Labrys, Margaret, Teddie, and Yukiko<br />
* ... > {{clr|4|236D}} > {{clr|3|j.214214C}} > [backdash > walk back slightly] > {{clr|3|2C}}(1) > {{clr|4|5DD}} - Corner only. Can replace the part with brackets with 2x backdash or instant air backdash<br />
<br />
{{clr|4|j.D}} (generally {{clr|4|j.8D}}) is mostly used to cover air techs for some <s>messed-up</s> irregular combo routes (such as {{clr|3|2C}}(1) > Air hit AoA).<br />
<br />
===Air Techable Enders===<br />
While a knockdown is generally preferable, it's important to be able to play around combo enders that allow for airtechs. These can come about from awkward stray hit confirms or intentionally against characters without air reversal options. Airtechs can be more difficult to cover, owing to multiple tech directions and a more flexible tech window.<br />
<br />
Common enders that allow airtech are prorated {{clr|1|214A}} enders (like autocombos), {{clr|2|B Skull Cracker}} enders, and some mistakes like air hit AoA/non-FC AoA~{{clr|4|D}} ender.<br />
<br />
Viable answers to cover airtechs are {{clr|2|2B}}, {{clr|1|5A}}, {{clr|4|j.D}}, {{clr|4|5DD}}/{{clr|4|2DD}}, and a string of air normals like {{clr|2|j.BB}} > {{clr|1|j.A}} > {{clr|1|j.A}}/{{clr|2|B}}, to convert the blockstring back to the ground. There are also a handful of gimmicks (see below) that can make airtechs intimidating.<br />
<br />
===Covering Late/Missed Tech===<br />
Late/No tech are a bit annoying to cover, as the timing flexibility messes with safejump timings and makes it hard to resume pressure. Similar to airtechs, it's hard to have a guaranteed answer because of the variable late tech window.<br />
<br />
Opponents have a brief window of a few frames where they can vary the timing of an early tech, but this doesn't actually affect the frame where they become vulnerable again, so for all intents and purposes these can be lumped together under "instant" techs. If they miss this window, they're locked out of teching for a handful of frames (30), which gives some leniency in covering for "instant" late tech. Chie can cover this with safejump timing by doing a specifically timed airdash. Note that this can't be done on reaction to the tech and has to be a timing read.<br />
<br />
Even later techs can be covered by just using {{clr|3|j.C}} when close to landing to get an OTG hit to continue the combo from there (ex: ... > {{clr|3|j.C}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}). If they don't wake up for long enough, this can just be a full reset as well, as the opponent can't block on no tech late wakeup. Similarly, this has to be a timing read on the tech timing, although if they tech through the {{clr|3|j.C}} you're still at a few frames of advantage.<br />
<br />
When not going for safejump timing, covering late/no tech is fairly straightforward, as the late tech window is easily reactable. Covering instant tech with meaty {{clr|1|5A}} and late tech with OTG {{clr|1|2A}} is a safe option, and ultimately can go into {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}.<br />
<br />
It's also possible to just throw out {{clr|4|5DD}}/{{clr|4|2DD}} on late/no tech.<br />
<br />
===Resets/Gimmicks===<br />
* ... > {{clr|1|236A}}~{{clr|2|236B}} - Overhead reset on standing opponents. Best in the corner where conversions are easiest<br />
** Beaten by blocking high or mashing DP out of hitstun<br />
* ... > {{clr|2|j.BB}} > {{clr|1|j.AA}} > dl. {{clr|2|2B}} - When chasing an air tech, this string generally brings the opponent to the ground and gets an air unblockable {{clr|2|2B}}. Midscreen, this can also give a crossup on the {{clr|2|2B}}<br />
** A common example string will be after a {{clr|4|j.8D}} from air hit AoA ender<br />
** Another straightforward sequence is ... > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|2DD}} in the corner, where the {{clr|4|2DD}} will cover all but neutral/no air tech<br />
** Beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
* Airthrow/{{clr|2|2B}} for various combos that allow for airtechs<br />
** Not particularly unique to Chie<br />
** Generally beaten by changing airtech timing, air DP, double jump, air backdash, and miscellaneous char-specific anti-anti-air options<br />
<br />
==Vs Chie==<br />
Chie can be a frustrating matchup to play. You can stuff her approaches 5 times in a row, let her get in once, and then die in 2 hits. She doesn't even need optimal combos or proper knockdown enders and can still easily kill in 3-4 random touches. She's really fast and hard to pin down, and her pressure feels like it can go on forever. Chie has a fairly good argument for being a top tier in this version; it's fairly likely that your character just has a bad matchup against her.<br />
<br />
Naturally many answers in the matchup are character-specific. This section is by no means exhaustive and honestly is a bit hard for a Chie main to fully understand and describe.<br />
<br />
===Neutral===<br />
* Usually Chie wants to approach in just about every matchup. If possible, make her run into low committal large hitboxes.<br />
* Jumping approaches are hard to handle because of {{clr|3|j.C}} antiair baits. Can play the RPS there of jumpin vs antiair vs antiantiair, or you can jump away or roll.<br />
* {{clr|3|5C}} when used as a poke is fairly whiff punishable, depending on character<br />
** Walking backwards (or backdashing for some chars) vs throwing out a hitbox against overshoot approaches can be annoying for Chie to deal with<br />
* don't get hit<br />
<br />
===Defense===<br />
* Fuzzy jump vs {{clr|1|5A}}/{{clr|1|2A}}/Throw<br />
* Challenging microdash {{clr|1|5A}}/{{clr|1|2A}} with fast jabs is difficult, but can push Chie to go into {{clr|2|B}}/{{clr|3|C}} normals for frametraps, which makes her string more committal<br />
** Once she gets to {{clr|2|B}}/{{clr|3|C}} normals in pressure, she'll generally need either to spend some meter or take some bigger risks to reset pressure. Keep an eye out for jumps/hops, backdashes, or dash cancels.<br />
* After {{clr|3|j.C}}, tagging Tomoe with a jab is generally a good answer to alleviate pressure<br />
* {{clr|4|2DD}} in pressure is reactably mashable/DPable. It's not a standard option but is a greedy meterless pressure reset.<br />
* Look out for hops/jumps in pressure for pressure resets and answer with {{clr|2|2B}}/{{clr|1|5A}}/DP etc<br />
* Outside of D/SB Black Spot, her dash cancels are all slightly minus on block and will generally leave her point blank to take back your turn with {{clr|1|5A}}/{{clr|1|2A}}/other fast buttons<br />
* Chie's damage is really strong vs DPs, but her pressure itself generally isn't. Most of the time she wants to be up close (and thus in DP range) for a lot of her pressure and doesn't have great ways to autobait them. Depending on the DP, she'll often have to commit to hard baits, which represent opportunities to take back your turn. Representing a willingness to DP out of pressure is good for securing some breathing room later.<br />
** Just remember that getting DP baited is like 3.5k damage, nets her like 40 meter, and gives full screen corner carry. Throwing in a small amount of meter gets her 5k.<br />
* Some long range reversal options (like Aigis {{clr|3|236236C}}) can beat {{clr|4|5DD}} oki setups<br />
* Late/no tech beats most setups. She can't reliably safejump vs late tech and doesn't get great value off the OTG combo.<br />
** Especially vs {{clr|4|5DD}} oki, the resulting {{clr|4|5DD}} oki hit barely leads to any damage or a particularly threatening position<br />
* Delay DP is a passable option vs safejump {{clr|2|j.B}}/empty low/airdash {{clr|2|j.BB}}. Input DP during the expected hitstop of the safejump {{clr|2|j.B}} and it'll only DP vs the other options. It's baitable but requires either a read or a tricky proximity guard trip guard backdash OS which no one really does.<br />
* The most reliable burst point of her combos is during Rampage (236X, bicycle kick special), because she can only hard bait bursts there with OMC/burst and it's a long duration move to react to. She can jump cancel just about all her normals to block bursts<br />
** Bursting Shadow routes is a bit harder. The only particularly burstable route is the Dragon Kick one, where you'd burst the {{clr|1|214A}} before the {{clr|3|236C}}, and even that isn't great. Bursting as fast as possible before the Chie reacts to the hit is an option, but it's risky and can easily result in a baited burst on top of being dead.<br />
** Bursting unexpectedly early against Shadow Chie to maintain momentum is worth considering. Her burst safe routes are still incredibly strong so an opportunity to burst may not present itself once she accumulates a bit of meter.<br />
* don't get hit<br />
* take the throw<br />
* take the subsequent unburstable 7.8k shadow frenzy combo from the throw<br />
<br />
===Offense===<br />
This is your time to shine. Chie is at her weakest on the defensive so once you get a turn it's important to keep that turn forever. It's also really important because if Chie ever takes her turn back she generally has built up a lot of meter and possibly Awakening and can kill you off the next hit she gets.<br />
* Her {{clr|1|5A}}, while fast, has very short range which makes it hard to mash out of gaps in pressure<br />
* Her {{clr|2|2B}} doesn't really hit above her well. Some characters can do IAD pressure resets in the corner and her {{clr|2|2B}} will just whiff and get whiff punished.<br />
* Her DP has pitiful range on the first hit and is easily outspaced<br />
** Triggering her DP also counts as a blocked hit, so jump canceling a normal can be an effective bait<br />
* Her DP only has 9 catch frames so adding some larger gaps in pressure can make strings "safe" vs her DP<br />
** Later DPing is still an option, which can come into play if they do run forward > DP on the defensive (which also somewhat addresses the move's range issue)<br />
* Make sure you have pressure strings that are effective against rolls and jump/superjump back<br />
* don't get counterhit<br />
<br />
==Tips and Tricks==<br />
<br />
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<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Yukari_Takeba/Combos&diff=284391P4U2R/Yukari Takeba/Combos2022-06-16T02:24:52Z<p>Elite Soba: fixed some incorrect 1.1 damage values</p>
<hr />
<div><center>{{Character Label|P4U2.5|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
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<br clear=all/><br />
==Combo Theory Concepts==<br />
===Arrows===<br />
The biggest problem people notice is yukari's tight timings in her combos. This occurs because yukari's arrows do not have much hit stop due to them being projectile so that makes cancels might more timing dependent. <br />
<br>You want to cancel your normals on the earliest frames possible to allow time for followups, but if you cancel them too early such as:<br />
*5AAA - If you cancel into bomb too early your bomb won't come out and too late you won't have time to link 5C.<br />
*2[B] - Cancelling the 2B too early gives you a regular 2B but if you wait too long for the cancel a followup won't be possible or it will be very tight.<br />
The timings for the cancels only can be learned through practice, but do note this is a part of her combo theory.<br />
<br />
===D Flip Ender===<br />
Yukari's best oki comes from her D Flip, because it leaves them in a restand state and allows you to late airdash on the way down for a high/low mixup. The mixup itself isn't very strong but is yukari's best tool to open the opponent up.<br />
<br>D Flip has significantly more startup that C Flip so the most common ways to combo into it are in the corner from:<br />
* 5[B] - The easiest to setup, but if done at the end of longer combos the proration will make the restand hitstun too short and the opponent will be able to escape easily.<br />
* Bomb Detonation - More timing and height specific but usually doesn't let the opponent escape from proration .<br />
[https://streamable.com/7cd5ta Keep in mind D Flip is not a safe jump.]<br />
<br />
===Super Enders===<br />
Yukari can very easily dump meter at the end of her combos to squeeze out extra damage.<br />
* A Hyper Feather Shot : Does a small amount of damage, but can always be tacked on at the end of any combo with any flip ender.<br />
* B Hyper Feather Shot : Deoes a decent chunk of damage, but it can't be used as often as it is height specific and requires a less prorated combo.<br />
* AB Hyper Feather Shot : Great damage to tack on at the end of combos and finish round, this one isn't as proration specific just height specific as she bounces as she does the second shot.<br />
*C/D/CD Margarula : All do solid damage and can be done during any combo after a bomb explosion, common in burst safe kill routes.<br />
<br />
==5A Confirm Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| 5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 236C~A/B/C/D || Midscreen || 2500 || +31 SP || All || {{clr|3|Medium}} || Old Basic 5A Bnb, 5C link requires timing and 2C can be delayed to make timing j.C easier. It is possible to land after j2B and get a grounded 236C to connect for better oki but that increases the difficulty. || [https://streamable.com/sci25j Link] [https://youtu.be/UVIXLzJM5CA?t=8 Land Flip]<br />
|-<br />
| 5AAA > 214A > 5B > 2B > 2AB(Whiff) > Dash 5C > j.C > dj.2[B] > microdash 2B > 5[B] > j.236C~A/B/C/D || Midscreen to Corner || 2764 || +36 SP || All || {{clr|3|Medium}} || New 5A Bnb, more corner carry than the normal Midscreen to Corner combo, but less damage. Can also be used for a sideswitch || [https://youtu.be/NaE1O30it-k Link] [https://youtu.be/NaE1O30it-k?t=12 Side Switch]<br />
|-<br />
| 5AAA > 214A > 5B > 2B > 2AB(Whiff) > Dash 5C > j.C > dj.2[B] > 5B > iad j.[B] > 5[B] > j.236C~A/B/C/D || Midscreen to Corner|| 2895 || +39 SP || All || {{clr|3|Medium}} || More optimal 5A Bnb that gives enemy corner carry and damage || [https://youtu.be/NaE1O30it-k?t=23 Link]<br />
|- <br />
| 5AAA > 214A > 5C > j.C > dj.B > 5[B] > iad j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > 236D~A/B/C/D || Midscreen to Corner || 3321 || +42 SP || All || {{clr|5|Hard}} || Optimal point blank 5A Bnb, seriously high damage, but need to be really close for it to work || [https://youtu.be/Rt4SXXhk3fU?t=110 Link]<br />
|-<br />
| 5AAA > 214A > 5C > 2B > 5[B] > j.2[B] > 2B > 5[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D || Corner || 3521 || +44 SP || All || {{clr|5|Hard}} || Auto Combo into Late Bomb Corner Route || [https://youtu.be/eFCYQe8qzfQ?t=12 Link]<br />
|-<br />
|}<br />
<br />
==5B Confirm Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| CH 5B > 2C > j.C > jc > j.2[B] > 5B > iad j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D || Midscreen to Corner || 5432 || +59 SP || All || {{clr|3|Medium}} || Counter hit 5B combo, Very strong for when a ground arrow counter hits. Allows for huge damage off a very quick poke. || [https://youtu.be/Rt4SXXhk3fU?t=144 Link] <br />
|-<br />
| 5B > 2C > j.C > jc > j.2[B] > 5B > iad j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D || Midscreen to Corner || 5432 || +59 SP || All || {{clr|3|Medium}} || Burst punish combo || [https://youtu.be/Rt4SXXhk3fU?t=144 Link] <br />
|-<br />
<br />
|}<br />
<br />
==5C Confirm Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D || Midscreen || 3783 || +35 SP || All || {{clr|3|Medium}} || Go to punish combo midscreen. || [https://streamable.com/fxo8bz Link]<br />
|-<br />
| CH 5C > 2[B] > 214A > 2B > Sweep Whiff > 5[B] > j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > j.[B] > j.[B] > dj.[B] > 236C~A/B/C/D || Midscreen to Corner || 5759 || +56 SP || All || {{clr|5|Hard}} || Go to punish combo for when midscreen but close to the corner. || [https://youtu.be/Rt4SXXhk3fU?t=131 Link]<br />
|-<br />
| CH 5C > 5[B] > j.[B] > 5[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D || Corner || 5858 || +54 SP || All || {{clr|5|Hard}} || New corner only punish combo. Over 5k for a CH 5C is huge and it leads to D Flip oki. || [https://youtu.be/NaE1O30it-k?t=179 Link]<br />
|}<br />
<br />
==Anti Air Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|- <br />
| j.A > j.C > dj.2[B] > Microdash 5B > iad j.B > 5B > 2[B] > 214A > 2B > sj.Late Airdash j.2[B] > 2B > 5[B] > 236D~A/B/C/D || Corner to Corner || 3080 || +32 SP || All || {{clr|5|Hard}} || New air to air corner to corner route, the tricky part is the super jump airdash, you want to airdash late enough in the super jump for the j.2[B] to hit but not too late. || [https://youtu.be/NaE1O30it-k?t=34 Link]<br />
|-<br />
| j.A > j.C > dj.2[B] > 2B > 5[B] > j.[B] > j.[B] > dj.2[B] > 2B > 5[B] > 214A > 2B > 5[B] > j.[B] > 5[B] > 236D~A/B/C/D || Corner || 4761 || +61 SP || All || {{clr|3|Medium}} || New corner air to air j.A route. The first j.[B] needs to be delayed so that it comes out when falling. || [https://youtu.be/uuVJJriyLaY?t=78 Link]<br />
|-<br />
| 2B > 5B > iad j.B > 5B > iad j.B > 5B > 5B > iad j.B > 5B > 2[B] > 214A > 2B > sj.236C~A/B/C/D || Midscreen || 2939 || +30 SP || All || {{clr|5|Hard}} || 2B Anti air route for midscreen. Timing the first 5B after the anti air is strictly based on their initial height before the right hit. || [https://streamable.com/j66ufh Link]<br />
|-<br />
| 2B > 5B > iad j.B > 5B > iad j.B > 2B > 5[B] > 214A > 2B > j.5[B] > 236D~A/B/C/D || Midscreen to Corner || 3211 || +33 SP || All || {{clr|5|Hard}} || Midscreen to corner version of 2B anti air route that leads into D Flip oki. Convert to this whenever possible. || [https://streamable.com/n007pu Link]<br />
|}<br />
<br />
==Mixup Combos==<br />
After a D Flip ender in the corner you can late airdash and do a layered high low mixup. While the mixup isn't hard to block, the reward for getting a hit is sometimes very high.<br />
<br> The layers of the mixup are as follows:<br />
*j.A(x) - This can be done from 1-4 times to try and confuse the opponent with overhead. Mixing up the amount you do and staggering them makes it tricky to block.<br />
*j.A(x) + Air Grab Whiff - You could do a couple overheads and land of air grab whiff to land faster into a 5A low to trick you opponent into blocking high.<br />
*Empty Airdash Low - Just airdashing and doing no overheads and going straight into 5A > 2A can trip up your opponent and give you a low mixup. Keep in mind this is very reactable though.<br />
*Land Microdash 2AB - Preferred low mixup, much faster but requires the use of 25 SP for SB Magaru to get a full combo which is fine since yukari builds meter quickly and this is a great use for it. Nets higher reward and mix is better.<br />
*j.A(x) or Empty Airdash into Tick Throw - This is an option to catch your opponent sleeping at the wheel, because yukari gets a lot of damage from throws.<br />
*j.A(x) > j.D > AD AT (Crossup) > (j.A)> 5A > 2AB - The last option you have is to j.D which will make an orb appear behind the opponent and pull them out of the corner. Allowing you to airturn airbackdash to crossup them up and hit them with j.A or empty jump sweep. This is typically followed up with omb to get a full combo from it, it's best to use this sparringly as it's not too hard to react too and requires burst to get a good return; however when used when the opponent isn't expected it can work.<br />
Getting a hit whole standing typically doesn't net a large reward, but getting a crouching hit or a throw is huge. So it is important to now always throw out as many j.As as you can and to mix up with lows to get your opponent to low block.<br />
<br>[https://streamable.com/7cd5ta Once again remember D Flip is not a safe jump.]<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| j.A(x) > 5A > 2A > 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 2[B] > 5[B] > 214A > 2B > j.5[B] > land 236D~A/B/C/D || Corner || 3704 || +37 SP || All || {{clr|3|Medium}} || Corner crouching bnb, used after you land a hit off D Flip oki and the opponent is crouching. || [https://streamable.com/hkl7bf Link]<br />
|-<br />
| 2AB > 214CD > 2C > j.C > dj.2[B] > 2B > 5[B] > 214A > 2B > j.[B] > 236D~A/B/C/D || Corner || 3507 || -17 SP || All || {{clr|3|Medium}} || Corner low confirm bnb, uses 25 SP for a low confirm off D Flip mixup. SB Magaru allows 2C into regular corner combo for good damage. || [https://streamable.com/wis8jg Link]<br />
|-<br />
| j.A(x) > 5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D || Corner || 3085 || +47 SP || All || {{clr|4|Very Hard}} || Corner 5A Bnb off j.A hits. The j.A hits lead to a lot more proration so the timing for the 5[B] is very tight. Used in D Flip oki when opponent is hit by j.As but still standing. || [https://streamable.com/3mn9o4 Link]<br />
|-<br />
| j.A(x) > 5AAA > 236D~A/B/C/D || Corner || 1387 || +23 SP || All || {{clr|2|Easy}} || Corner 5A Bnb off j.A standing hit, but this confirm is far more reliable as the 236D is much easier to hit if you skip most of the combo. Very low risk but low reward combo. || [https://streamable.com/ef43fa Link]<br />
|-<br />
| 5A > 2AB > OMB > j.9 > AT > j.2[B] > Microdash 5B > 2[B] > 214A > 5B > 2C > j.B > Dash 5[B] > 2[B] > j.[B] > dj.[B] > 236236CD || Corner || 4793 || -56 SP || All || {{clr|5|Hard}} || Crossup j.D mixup, you want to do the jump forward airturn 2[B] very quickly, aside from that the combo isn't too difficult. || [https://www.youtube.com/watch?v=UULiUCiWjXU Link]<br />
|-<br />
|}<br />
===Late Bomb Route===<br />
In the newest version of the game Yukari gained a new route that allows save the bomb for the end of her combo for a hard knockdown. If Yukari is able to set up a bomb and do a flip shot very high in the air, she can shoot an arrow on the way down for a hard knockdown and setup a D Garu after.<br />
<br>This route has many benefits compared to the D Flip ender:<br />
*'''Damage :'''This route allows Yukari to squeeze out a lot of damage in her combo and since the bomb is used only once it will have the full untech time for a knockdown.<br />
*'''Oki :'''The D Garu oki is very strong since it allows to get her own kind of pseudo-safe jump<br />
*'''Looping :'''The oki is fully loopable into itself and into the regular D Flip oki.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| 5AAA > 214A > 5C > 2B > 5[B] > j.2[B] > 2B > 5[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D || Corner || 3521 || +44 SP || All || {{clr|5|Hard}} || Low confirm into Late Bomb Route || [https://youtu.be/eFCYQe8qzfQ?t=12 Link]<br />
|-<br />
| j.A > j.C > dj.2[B] > 2B > 5[B] > 214A > 2B > j.2[B] > 2B > 5[B] > iad j.[B] > j.[B] > dj.[B] > 236D~A/B/C/D > j.B > 5D || Corner || 4314 || +48 SP || All || {{clr|5|Hard}} || Air to Air confirm to Late Bomb Route || [https://www.youtube.com/watch?v=eFCYQe8qzfQ Link]<br />
|}<br />
<br />
==Throw Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw > OMC > Dash > 5C > j.C > Microdash 2B > 5[B] > j.2[B] > 2B > 5[B] > 236D~A/B/C/D || Midscreen to Corner || 2851 || -50 SP || All || {{clr|3|Medium}} || Using OMC to get a full combos off throw Midscreen || [https://youtu.be/Rt4SXXhk3fU?t=122 Link]<br />
|-<br />
| Throw > 5B > 2[B] > 214A > 5C > j.C > j.2B > 5[B] > 236D~A/B/C/D || Corner || 2907 || +30 SP || All || {{clr|3|Medium}} || Universal throw combo, harder than the character specific one as the 5B link is tighter. || [https://youtu.be/NaE1O30it-k?t=168 Link]<br />
|-<br />
| Throw > 5A > 2B > 5[B] > 214A > 2B > j.[B] > 5[B] > 236D~A/B/C/D || Corner || 2775 || +34 SP || All || {{clr|2|Easy}} || Corner throw combo, easy beginner combo that is universal, || [https://youtu.be/NaE1O30it-k?t=158 Link]<br />
|}<br />
<br />
==All out Attack Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
<br />
|-<br />
| AoA~D > 5C > 2C > jump > j.[B] > jc > j.2[B] > 5[B] > 214A/B > 5B > 2C > j.C(2) > dj.2[B] > j.236C || Corner || 3223 || +54 SP || All || {{clr|5|Hard}} || All out attack confirm. The damage is bad for Yukari standards, but it leaves you with Dflip oki. || [https://streamable.com/ia6a3f Link]<br />
|-<br />
| AoA(18)~C > j.B > j.2[B] > iad j.B > dash 5B > 2[B] > 214A > 2B > 2AB(Whiff) > 5[B] > 236D~xN || Player in the Corner|| 2610 || +49 SP || All || {{clr|3|Medium}}{{clr|5|Hard}} || All Out Attack from Player in the corner position. || [https://www.youtube.com/watch?v=FZsheYS7ePo=190s Link]<br />
|-<br />
<br />
|}<br />
<br />
==Misc. Combos==<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!Combo !! Position !! Damage !! SP Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Margarula > 214A > j.C > 236A || Midscreen || 2747 || - || All || {{clr|5|Hard}} || Setup to get hard knockdown after Margarula, you must throw a bomb behind the margula rule then superjump in front and j.C into 236A. The spacing and timings are tricky but knockdowns are valuable. || [https://www.youtube.com/watch?v=sAKiHMPYbRM Link]<br />
|-<br />
| 5A > 5AA > j.C > dj.C > 236A || Any || ToD || - || Koromaru || {{clr|1|Very Easy}} || ToD for Ken's dog great to know for the matchup. || [https://www.youtube.com/watch?v=jMfsjOLLolY Link]<br />
|-<br />
| 5A > 5AA > 2AB > OMB > j.7D > j.B > 5B > 2[B] > 214B > 2C > delay 2B > 214B > dash 5B > delay 2C > j.B > j.D > j.236236AB || Midscreen || 4561 || - || All || {{clr|5|Hard}} || Unburstable OMB combo, it can be done on any starter, the better the starter the better the damage is. The tricky part is the spacing and connecting j.D into j.B. || [https://youtu.be/kHbdIJUDyPg Link]<br />
|-<br />
| 5A > 5AA > 2AB > OMB > j.7D > j.B > 2B > 5[B] > 5B > delay 2C > j.B > land > 5[B] > 2[B] > j.[B] > jc > j.[B] > j.236236AB || Corner || 4721 || - || All || {{clr|3|Medium}} || Unburstable OMB combo in the corner, as long as you keep the spacing to avoid burst, this route is the way to go in the corner || [https://youtu.be/RZr9a0WmwpY Link]<br />
|}<br />
<br />
==Midscreen==<br />
*2C > j.C > jc > j.2[b] > 2[b] > 5[b] > 214B > 5B > 2C > 236C~A/B/C/D = 3784 Damage<br />
*CH 5C > 2C > j.C > jc > j.2[b] > 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236D~A/B/C/D = Damage(Yukari's go-to punish midscreen)<br />
*CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D > 236236AB = 4620 Damage<br />
*CH j.A > j.C > j.214C > j.B > land > 2[b] > 5B > IAD > j.B > 5B > 2[b] > 214B > 2[b] > j.236C~A/B/C/D = 3057 Damage (Basic BnB for air-to-air)<br />
*c.5AAA > 214A > 5C > 5B > 2C > j.C > j2B (Trigger Bomb) > 66 Delay 5[B] > 236D~A/B/C/D > 236236A+B = 3861 Damage (Costs 75 Meter)<br />
*c.5AAA > 214A/B > 5C > 5B > 2C > j.C > 9 > j.2B (Trigger Bomb) > dash 5[B] > 236D~A/B/C/D =<br />
*[Crouching opponent] 5A > 2A > 5C > 2C > 2B > 5B > iad > j.B > 5B > 2[B] > 214B > 2B > high jump forward > 236D~A/B/C/D = (Crouching Opponent)<br />
*CH j.B > 5AAA > 214A > 5B > 2C > jcf > j.C > jcf > j.2B > 2[B] > 214B > 2B > 214214D > 5D > 236236B =<br />
*[Back to corner] 2C > jcf > j.C > jcf > j.2[B] > 5B > iad > j.B > 5B > iad > j.B > 5B > 2[B} > 214B > 2B > hjcf > 236D~A/B/C/D =<br />
*C+D > OMC > 662C > j.B > j.2[B] > 2B > 5[B] = 2542 Damage<br />
*CH 5C > 2C > j.C > j.2[B] > 5B > IAD~j.B > 5B > IAD~j.B > 5B > 2[B] > 214A > 5B > 2C > j.B (Trigger Bomb) > jc.7 > 236D~D = 4781 Damage<br />
<br />
==Midscreen to Corner==<br />
*CH 5C > 2C > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B > j.236C~A/B/C/D = 4916 Damage (Yukari's go to punish in the corner.)[/i]<br />
*Throw > 5C > 5B > 2[B] > 214A > 5B > 2C > j.C > jc > j.2B > 5[B] > 236D ~A/B/C/D = [b]3609 Damage [i](Omit 5C against Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret)[/i]<br />
*j.A > j.C > jc > j.2[B] > 2[B] > 5[B] > 214B > 5B > 2C > j.B (bomb detonate) > 214214C > 214CD > 236236AB = 3022 Damage (Awakening)<br />
<br />
==Corner Only==<br />
*214A/B detonated with [2B] > 2C > j.C > jc > [j.2B] > land > [2B] > [5B] > 214A > 5B > 5C > j.B > jc > j.236C~A/B/C/D = 3938 Damage (38 SP)<br />
*5AAA > 214A > (5C) > 5B > 2C > j.C > j.2[B] > 236D~C+D = 2675 Damage (Costs 25 Meter; Grants Confusion)<br />
<br />
<br />
==Combo Videos==<br />
{{VideoCluster<br />
|vid1=https://youtu.be/74bnyeKKUyo<br />
|title1=Early 2.0 Combos<br />
}}<br />
<br />
<br />
<br clear=all/><br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Miscellaneous&diff=284336P4U2R/Miscellaneous2022-06-15T22:16:23Z<p>Elite Soba: Added image of the netplay stages because it's not super obvious</p>
<hr />
<div>{{TOC limit|}}<br />
==Pure Game Information==<br />
===Button Priority===<br />
Button priority in this game goes {{D}} > {{C}} > {{B}} > {{A}}, where the letter to the left takes priority over any and all letters to the right.<br />
<br />
For example:<br />
*Pressing {{B}} + {{C}} would have your character perform {{C}}.<br />
<br />
Because there are so many commands that are 2 or 3 buttons, the rules for determining what command you get is simple: The command that uses the highest priority button wins. One More! Cancel has highest priority if available.<br />
<br />
Examples:<br />
*Pressing {{A}} + {{B}} + {{D}} would execute a Furious Action (B+D) instead of an All Out Attack (A+B).<br />
*Pressing {{A}} + {{B}} + {{C}} + {{D}} would execute a Burst ({{A}}+{{C}}+{{D}}); if no burst is available, then a throw ({{C}}+{{D}}).<br />
*Pressing {{Ni|236}}{{Ni|236}} + {{A}} + {{B}} with 50SP as Naoto would execute a SB Double Fangs ({{Ni|236}}{{A}}{{B}}) instead of a super ({{Ni|236}}{{Ni|236}}{{A}} or {{Ni|236}}{{Ni|236}}{{B}}), or if you have less than 25SP, then you will get an All Out Attack.<br />
*Button priority is crucial to understanding and executing certain option selects!<br />
<br />
===Kara Cancels===<br />
Like most games, kara-cancelling for advantages is also possible in Persona. There are some rules in place for how they may occur, though:<br />
* There is an approximate 3F (speculated) window on most move's start-up to kara-cancel it into another.<br />
* Normals (both user and Persona) attacks can be kara-cancelled into specials.<br />
** They can also be kara-cancelled into system mechanic moves, such as Evasive Action. <br/> <br/><br />
* System mechanic moves can be cancelled into some other system mechanic moves, but it seems that it's only if they are of a higher button priority. For example, Evasive Action can be kara-cancelled into Gold Burst.<br />
** For system mechanic kara-cancels, it's speculated to be only a 1F (plink) window to cancel. <br/> <br/><br />
* Specials and supers can only be kara-cancelled into other specials or supers respectively, and any other of each type, but it can only be kara-cancelled from a normal version to an SB version.<br />
** For example, Narukami cannot cancel the start-up of C or D Zio into A Heroic Bravery, it must be C or D Zio to ''SB'' Heroic Bravery. The same goes for supers; C Ziodyne > SB Issen is valid, C Ziodyne > B Issen is not.<br />
<br />
===Cancels After Hitting a Persona===<br />
Hitting a Persona counts as the attack being "blocked" in terms of P-Combo canceling.<br />
<br />
For example, Narukami's 5B can be jump-cancelled on hit only, so he will not be able to jump-cancel if the attack only hits the opponent's Persona, but he will retain all of his "cancel on block" options for 5B, such as backdash-cancelling. <br />
<br />
===One More Cancel Run===<br />
Hold forward or down-forward when doing a ground One More! Cancel and your character will automatically begin running forward!<br />
<br />
This is useful for combos where you need to get as close to your opponent as possible after a One More! Cancel.<br />
<br />
This trick does not work for backsteps or air dashes.<br />
<br />
===Sliding Input===<br />
You can combine dashes and attacks to both start coming out on the same frame in P4U2; when an attack start-up begins during the start of a dash, it’s referred to as a “sliding input” (direct translation). Your character will slide forward with dash momentum, and also perform the attack with no delay, while frame data doesn’t change on these moves if performed properly. This system is mainly in place to allow you to be able to perform micro-dashed attacks as fast as possible, instead of forcing you to go through at least 1F of dash/run before you can act like many other games. <br />
<br />
It is ideally paired with the input buffer, to allow you to do strings like Narukami {{MMC|game=P4U2|input=2A|chara=Yu Narukami|label=2A}} > dash {{MMC|game=P4U2|input=5A|chara=Yu Narukami|label=5A}}, and still hit the opponent out of their early airborne frames, when otherwise they would have been able to block.<br />
<br />
The effectiveness depends on the characters initial dash speed. In this regard, Kanji suffers, and Yosuke does very well.<br />
<br />
You also aren’t limited to performing Sliding Input on normal attacks. You can slide QE, slide Furious Action, etc.<br />
<br />
===Recognizing Invincibility===<br />
[[File:P4ArenaQuick_Escape.png|thumb|250px|Notice the white circle on Yosuke?]]<br />
When your character is invincible (either fully, or to a specific attribute) and goes through an enemy attack, you may notice that a white circle appears. This is to show that the character was invincible.<br />
<br />
Note that this circle doesn't always appear: for example, a ground throw on an airborne opponent will not trigger this effect. <br />
<br style="clear:both;"/><br />
<br />
===Character Priority===<br />
Some mechanics in the game depend on priority, notably same frame situations such as throw trades.<br />
Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.<br />
<br />
===Training Mode Shortcuts===<br />
;Direction + Reset<br />
:Left + Reset to reset both characters to the left corner (P1 in the corner)<br />
:Right + Reset to reset both characters to the right corner (P2 in the corner)<br />
:Down + Reset to reset both characters to round start position<br />
:Up + Reset to swap character positions (P1 will be in P2's positions and vice versa)<br />
<br />
;Play+Record = Reset<br />
:Pressing both Play and Record at the same time is the same as pressing the Reset button.<br />
<br />
==Community Information==<br />
===Netplay Conventions===<br />
There are a couple common conventions that are advised when it comes to playing P4U2 online, to ensure the smoothest netplay experience possible for both players. <br/><br />
====Netplay Stages====<br />
The community agreed-upon netplay stages for P4U2 include:<br />
* Yasogami High School (Night)<br />
** Make sure you are selecting just the NIGHT version, not the DARK HOUR version!<br />
* Altar (NO Crystal)<br />
* Piano Room<br />
<br />
[[File:P4U2 Netplay Stages.png]]<br />
<br />
Additionally, when you and your opponent first load into a match, '''you should allow the stage/character intros to play out instead of skipping them.''' This allows the game some time to sync both players' games, so the beginning gameplay of a match isn't so laggy.<br />
<!-- Consider removing this when rollback releases? It could still be good advice, maybe.--><br />
<br />
Finally, the most important of all: '''Please save all of our souls by plugging in an ethernet cable if you can!''' <br/><br />
[[File:P4U2.5_Ethernet.png|400px]]<br />
<br />
===Finding content on Twitter===<br />
With the ease of posting videos and discussion to Twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The current list of these hashtags is as follows:<br />
<br />
{| class="wikitable" style="display: inline-table;" border="1"<br />
|-<br />
| Aigis<br />
| [https://twitter.com/hashtag/P4U_AG?src=hash #P4U_AG]<br />
|-<br />
| Akihiko Sanada<br />
| [https://twitter.com/hashtag/P4U_AK?src=hash #P4U_AK]<br />
|-<br />
| Chie Satonaka<br />
| [https://twitter.com/hashtag/P4U_CH?src=hash #P4U_CH]<br />
|-<br />
| Elizabeth<br />
| [https://twitter.com/hashtag/P4U_LZ?src=hash #P4U_LZ]<br />
|-<br />
| Junpei Iori<br />
| [https://twitter.com/hashtag/P4U_JU?src=hash #P4U_JU]<br />
|-<br />
| Kanji Tatsumi<br />
| [https://twitter.com/hashtag/P4U_KA?src=hash #P4U_KA]<br />
|-<br />
| Ken Amada<br />
| [https://twitter.com/hashtag/P4U_KE?src=hash #P4U_KE]<br />
|-<br />
| Labrys<br />
| [https://twitter.com/hashtag/P4U_LB?src=hash #P4U_LB]<br />
|-<br />
| Margaret<br />
| [https://twitter.com/hashtag/P4U_MG?src=hash #P4U_MG]<br />
|-<br />
| Marie<br />
| [https://twitter.com/hashtag/P4U_MA?src=hash #P4U_MA]<br />
|-<br />
| Minazuki<br />
| [https://twitter.com/hashtag/P4U_MZ?src=hash #P4U_MZ]<br />
|-<br />
| Mitsuru Kirijo<br />
| [https://twitter.com/hashtag/P4U_MS?src=hash #P4U_MS]<br />
|-<br />
| Naoto Shirogane<br />
| [https://twitter.com/hashtag/P4U_NA?src=hash #P4U_NA]<br />
|-<br />
| Rise Kujikawa<br />
| [https://twitter.com/hashtag/P4U_RI?src=hash #P4U_RI]<br />
|-<br />
| Shadow Labrys<br />
| [https://twitter.com/hashtag/P4U_SL?src=hash #P4U_SL]<br />
|-<br />
| Sho<br />
| [https://twitter.com/hashtag/P4U_SH?src=hash #P4U_SH]<br />
|-<br />
| Teddie<br />
| [https://twitter.com/hashtag/P4U_KU?src=hash #P4U_KU]<br />
|-<br />
| Tohru Adachi<br />
| [https://twitter.com/hashtag/P4U_AD?src=hash #P4U_AD]<br />
|-<br />
| Yosuke Hanamura<br />
| [https://twitter.com/hashtag/P4U_YO?src=hash #P4U_YO]<br />
|-<br />
| Yu Narukami<br />
| [https://twitter.com/hashtag/P4U_YU?src=hash #P4U_YU]<br />
|-<br />
| Yukari Takeba<br />
| [https://twitter.com/hashtag/P4U_YA?src=hash #P4U_YA]<br />
|-<br />
| Yukiko Amagi<br />
| [https://twitter.com/hashtag/P4U_YK?src=hash #P4U_YK]<br />
|}<br />
<br />
==Navigation==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=File:P4U2_Netplay_Stages.png&diff=284335File:P4U2 Netplay Stages.png2022-06-15T22:15:31Z<p>Elite Soba: </p>
<hr />
<div>The acceptable P4U2 Netplay Stages</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Gauges&diff=284127P4U2R/Gauges2022-06-15T03:56:45Z<p>Elite Soba: mentioning that 100sp frenzy refills cards</p>
<hr />
<div>==Normal and Shadow Type Characters==<br />
When picking a character at the character select screen, players can choose between Normal Type and Shadow Type versions of most characters. This is similar to the Groove System in Capcom vs. SNK 2.<br />
*Elizabeth, both versions of Sho, Adachi, Marie, Margaret, and Shadow Labrys do not have Shadow Types. <br />
*Labrys ''does'' have a Shadow Mode, so there is Shadow Type Labrys (with Ariadne), as well as Shadow Labrys (with Asterius), which can be a bit confusing! <br />
<br />
Each version plays slightly differently and has access to unique mechanics:<br />
<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! !! Normal Type !! Shadow Type<br />
|-<br />
![[P4U2.5/Damage#Awakening|Awakening]]<br />
|| '''Yes''' || No<br />
|-<br />
!Life<br />
|| Normal || '''Normal+1000''' (Akihiko and Kanji only +500)<br />
|-<br />
!Offensive A+C+D Input<br />
|| [[#Max Burst|Max Burst]], [[#One More! Burst|One More! Burst]] || [[#Shadow Frenzy|Shadow Frenzy]]<br />
|-<br />
!Auto Combo<br />
|| New || Old<br />
|-<br />
![[P4U2.5/Damage#Base Damage Reduced for Shadows|Attack Damage]]<br />
|| '''100%''' || 90%<br />
|-<br />
!Awakening SP Skills<br />
|| only when Awakened || '''any time'''<br />
|-<br />
!Instant Kill<br />
|| '''Yes''' || No<br />
|}<br />
<br />
*New characters such as Yukari and Junpei have the same auto-combo between Normal and Shadow Types.<br />
<br />
The implications of these changes can drastically change how players approach these characters. For example, Normal characters instantly become more threatening once they reach Awakening: they gain access Awakening Supers as well as 50 SP to use them, as well as Awakening's defensive bonus. Shadow characters must decide between conserving SP to unleash Shadow Frenzy at an opportune time or using their SP for Awakening Supers, Guard Cancel Attacks, etc.<br />
<br />
Consider each version carefully when selecting a character -- you can't switch types until the match is over!<br />
<br />
==SP Gauge==<br />
[[File:P4Arena_SPGauge.png|thumb|250px|The SP Gauge normally versus when in Awakening. Only applies to Normal Type characters!]]<br />
The SP Gauge starts each round at 0 and has a max of 100. SP grows over the course of the match through attacking, defending, and other actions. If a character enters [[P4U2.5/Damage#Awakening|Awakening]], then the max becomes 150, and the character automatically gains 50 SP.<br /><br />
<br /><br />
The SP gauge resets to 0 and Awakening is removed at the beginning of each round, so it is a good idea to use all available SP each round.<br />
<br clear='all'/><br />
===Gaining SP===<br />
Gaining SP is pretty simple: do just about anything! Attacking, blocking, and even getting hit all give you SP. You can also completely fill your SP gauge by hitting the opponent with a [[#Max Burst|Max Burst]].<br />
<br />
Shadow Type characters gain SP much faster compared to the normal counterparts and SP even carries between rounds!<br />
<br />
The amount of SP gained per hit in a combo scales with the combo. The exact details about this scaling are currently unknown, though attempts at determining the formula have been made. <br />
====Reduced SP Gain====<br />
After performing attacks that consume SP (such as Skill Boosts, One More! Cancels, Guard Cancel Attacks, and Instant Kills), the amount of SP you gain from standard actions will drop significantly for a limited amount of time (speculated to be 90% reduction for 180 frames), similar to systems found in BlazBlue and Guilty Gear.<br />
<br />
Combos that are started during this time will suffer reduced SP gain throughout the '''''entire''''' combo, even if it lasts beyond the cooldown window.<br />
<br />
The following actions trigger reduced meter gain: SB skill attacks, SP Skill Attacks, SB SP Skill Attacks, One More! Cancels, One More! Bursts, Instant Kills, Guard Cancel Assaults, and Guard Cancel Evasive Actions -- more simply, any act that uses resources will cause meter cooldown. <br />
<br />
Shadow Labrys's Titanomachia super is an exception to this rule, as the super's duration allows her to gain SP normally and then use that meter to inflict even more damage.<br />
====First Attack====<br />
Getting the first hit in a round gives a bonus 10 SP to the attacker in addition to the normal SP gain of the attack. If both players trade for the first attack, then both players get the bonus! If a throw is teched, the player who initiates the throw will receive the meter bonus -- initiating a throw counts as a hit, even if the throw is broken by the opponent. Consequently, it's common to see Shadow-Type characters go for a throw at the start of a round, as even if the throw is teched, they'll receive the meter bonus. <br />
<br />
===Skill Boost===<br />
[[File:P4Arena_SkillBoost.png|thumb|250px|Narukami's SB Zio. Notice he flashes blue.]]<br />
Skill boost attacks are similar to EX attacks in games like Street Fighter 4. These attacks cost 25 SP and enhance a character's special attacks by giving them new properties, such as increased damage, reduced recovery, new attack angles, or something entirely unique.<br /><br />
<br /><br />
When performing a Skill Boost, the character will briefly flash blue and a blue silhouette will trail him/her until the move ends, hits the opponent (if the special is a grab), or is interrupted.<br />
<br clear='all'/><br />
<br />
===SP Skill Attack===<br />
[[File:P4Arena super.png||thumb|250px|Narukami performing one of his supers. The characters are frozen in place briefly.]]<br />
SP Skill Attacks (commonly known as super attacks) cost 50 SP and are giant, flashy attacks. They usually do lots of damage or have other interesting properties such as invincibility.<br />
<br />
Normal Type characters have at least one super that is disabled until he/she enters [[P4U2.5/Damage#Awakening|Awakening]], but Shadow Type characters do not suffer this restriction.<br />
<br />
When performing a super, the characters will briefly freeze in place (commonly known as "Super Flash" or "Super Freeze"), the background will change, and the character's portrait will appear in the background briefly.<br />
<br />
You can also perform [[P4U2.5/Movement#Cancels|super cancels]] in order to create bigger, more damaging combos.<br />
<br />
Supers are great for use as combo enders thanks to a property called [[P4U2.5/Damage#Minimum Damage|Minimum Damage.]]<br />
<br clear='all'/><br />
====SB SP Skill Attack====<br />
Similarly to Skill Boost specials, supers have powered up versions called SB SP Skills that cost 75 SP.<br />
<br />
These enhanced versions typically gain enhanced properties such as increased damage, the ability to inflict an ailmemt, or reduced recovery and/or start-up allowing for new combo routes!<br />
<br />
The character will flash blue during startup, as with SB Skills.<br />
<br clear='all'/><br />
<br />
===Guard Cancel Attack===<br />
[[File:P4Arena_GuardCancelAttack.png|thumb|250px]]<br />
Press 6+A+B while blocking to perform an attack with guard point against all attacks and throws that blows the opponent away on hit. Guard Cancel attacks cost 50 SP and can help a player who is in a defensive position reverse the momentum of a match. All Guard Cancel Attacks can be One More! Cancelled and One More! Bursted to avoid their lengthy recovery time. <br />
<br />
Combos that start with a Guard Cancel Attack cannot kill the opponent regardless of how much damage they deal. The opponent will always survive with at least 1 HP. This applies even to instant kill supers such as Naoto's Hamaon!<br />
<br clear='all'/><br />
===Guard Cancel Evasive Action===<br />
[[File:P4Arena_GuardCancelRoll.png|thumb|250px]]<br />
Similar to Guard Cancel Attack, press 6+A+C while blocking to immediately cancel your attack into an Evasive Action, commonly called a Guard Cancel Roll. Just like a Guard Cancel Assault, a Guard Cancel Roll also costs 50 SP and serves the same purpose -- to escape the opponent's offense. <br />
<br />
Each character travels a predetermined distance during a Guard Cancel Roll, but Guard Cancel Rolls generally travel further than the character's normal Evasive Action. For characters with weak Guard Cancel Assaults (easily beaten, poor hitbox, especially slow, etc.), Guard Cancel Rolls offer a new option to reverse momentum. <br />
<br />
Guard Cancel Rolls cannot be One More! Cancelled or One More! Bursted, same as standard Evasive Actions; however, Guard Cancel Rolls are often the only way to escape certain unblockable set-ups that can't be beaten by Guard Cancel Assaults!<br />
<br clear='all'/><br />
<br />
===One More! Cancel===<br />
[[File:P4Arena_OneMoreCancel.png|thumb|250px|It even works with projectiles!]]<br />
One More! Cancels are analogous to Roman Cancels in Guilty Gear or Rapid Cancels in BlazBlue and cost 50 SP. Press A + B + C after your attack either hits or is blocked by the opponent to cancel the recovery of the attack and immediately return to a neutral state.<br /><br />
One More! Cancels can be used to extend combos, cancel the recovery of long attacks to make them safe from counter attack, or to reset block strings in order to continue attacking the opponent. Note that if you whiff an attack (the attack does not touch the opponent at all), then you cannot perform a One More! Cancel.<br /><br />
<br /><br />
There are a few attacks that cannot be One More! Canceled at all, such as Bursts, [[P4U2.5/Kanji Tatsumi|Kanji's]] super command throw, and [[P4U2.5/Defense#Furious Action|Furious Actions]]. Additionally, many supers can be One More! Cancelled on block but cannot be One More! Cancelled on hit. <br />
<br clear='all'/><br />
===Instant Kill===<br />
[[File:P4Arena Yu MyriadTruths.png|thumb|250px||This fight is over... as long as the opponent doesn't block.]]<br />
Instant Kill attacks are aptly named: they instantly defeat your opponent! Press 222+C+D to perform your Instant Kill (Shadow Labrys instead uses 222+A+B). Each character's Instant Kill is unique and has very different properties, but most have significant amounts of startup invincibility.<br /><br />
The character portrait will flash white when an Instant Kill is available. There are a few specific conditions that must be met in order to be able to perform an Instant Kill:<br />
*Must be match point for you (if you win the round, you win the entire match).<br />
*Must be able to use your Persona (no [[P4U2.5/Ailments#Mute|Mute]] or [[#Persona Break|Persona Break]]).<br />
*Must have 100 SP available.<br />
<br />
Visually, you will notice that the background is different compared to supers and most cause the HUD to disappear when they connect.<br />
<br />
Instant Kills are not comboable (you cannot combo into an Instant Kill), are almost always blockable attacks (if unblockable, then they are easy to avoid by jumping, hopping, or another form of movement), and significantly disadvantageous if blocked or whiffed. While cinematic spectacles, Instant Kills are seldom practical save for their lengthy invincibility and for punishing very, very slow supers. <br />
<br clear=all/><br />
<br />
==Persona Gauge==<br />
[[File:P4Arena PersonaGauge.png|thumb|250px]]<br />
The card shaped symbols below each character's life gauge represents each persona's life. A card is lost each time the character '''OR''' his persona is hit (including by zero damage attacks such as Bursts and escaped grabs) when the persona is visible.<br />
<br />
Characters do not have the same number of cards: for example, Elizabeth has 6, Akihiko has 2, and Sho has none! Most characters have 4, as in the previous game.<br />
<br clear='all'/><br />
===Persona Break===<br />
[[File:P4Arena_PersonaBreak.png|center]]<br /><br />
If all cards are lost, then the character enters Persona Break. While in Persona Break, attacks that require a Persona, such as C and D attacks, some Specials and Supers, and Bursts are all disabled.<br /><br />
<br /><br />
During Persona Break, the Persona Gauge will slowly refill over time. The more cards a character has, the more time Persona Break will last! The basic formula is:<br />
seconds Persona Broken = # persona cards + 5<br />
<br />
Some characters rely on their Persona to do the vast majority of their attacks, such as [[P4U2.5/Yukiko Amagi|Yukiko]], while characters like [[P4U2.5/Akihiko Sanada|Akihiko]] do not rely on their Persona nearly as much. [[P4U2.5/Sho|Sho]] can't enter Persona Break, as he does not use a Persona at all!<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! # Cards !! Time P. Broken !! Characters<br />
|-<br />
| 0 || 0F || Sho<br />
|-<br />
| 2 || 420F || Akihiko, Ken<br />
|-<br />
| 3 || 480F || Chie, Kanji, Labrys, Yosuke<br />
|-<br />
| 4 || 540F || Aigis, Adachi, Junpei, Minazuki, Mitsuru, Naoto, Rise, Yu, Yukari, Margaret*<br />
|-<br />
| 5 || 600F || Marie, Teddie, Yukiko<br />
|-<br />
| 6 || 660F || Elizabeth, Shadow Labrys<br />
|-<br />
| 8 || 540F || Margaret*<br />
|}<br />
Despite having eight cards, Margaret recovers from Persona Break as if she had only four cards. <br />
<br clear='all'/><br />
<br />
==Burst==<br />
[[File:P4Arena BurstGauge.png|thumb|A recovering Burst Gauge and a full Burst Gauge.]]<br />
Bursts are a special type of invincible attack available only to Normal characters that are performed by pressing A+C+D while the Burst Gauge is full. When Bursts are unavailable, a black "B" will be shown instead. This "B" will slowly fill up over time and as you get hit. Once it's full, you can Burst again. The status of the Burst Gauge carries over between rounds, meaning if you Burst at the end of a round, the Burst Gauge will be empty at the start of the next round, and you must wait until it refills to perform another Burst. Consequently, Bursts are a precious resource and the risks of using one must be considered carefully, or else you may not have it when you need it next round!<br />
<br />
An empty Burst Gauge takes 90 seconds to refill if you don't do anything. It is very unlikely that you will have to wait that long, as the following help refill it:<br />
*Hitting the opponent with your Auto Combo. The last normal (typically 5AAA) refills approximately 1/8th of your Burst Gauge.<br />
*Getting hit will raise the Burst Gauge slightly. It seems to be proportional to the damage taken/ number of hits received (unconfirmed).<br />
<br /><br />
{{#lsth:P4U2.5/Frame Data|Burst}}<br />
<br /><br />
Bursts in Persona 4 Arena have different properties depending on which type of Burst is performed.<br />
<br clear="all"/><br />
===Max Burst===<br />
[[File:P4Arena_goldBurst.png|thumb|250px|Full SP if it hits! Refills Persona Cards too!]]<br />
Pressing A+C+D while in a neutral state (meaning not attacking, blocking, or being hit) will perform a Max Burst (also known as a Gold Burst). If the opponent is hit by a Max Burst, then the opponent will be blown back and your SP and Persona Gauge will fill to max. The Burst Gauge will also automatically start from 25% full instead of completely empty.<br />
<br />
You can not combo into or from a Max Burst:<br />
*Attempting to hit an opponent in hitstun with a Max Burst will whiff. You cannot combo into Max Burst.<br />
*You are invincible to all attacks after getting hit by a Max Burst until you recover. Thus, it might be advantageous to simply lay on the ground until you naturally recover; however, this gives your opponent more time to set up an offensive, so you must weigh the risks/benefits of this tactic.<br />
<br />
<br clear='all'/><br />
<br />
===Defensive Burst===<br />
[[File:P4Arena_blueBurst.png|thumb|250px|C-C-C-Combo Breaker!]]<br />
Press A+C+D while blocking or getting hit to perform a Defensive Burst (commonly referred to as Blue/Green Burst) that blows the opponent away on hit and deals no damage. Defensive Bursts are used to interrupt your opponent's combo or pressure and allows you to prevent damage or reset the momentum of a match. Performing a Defensive Burst completely empties the Burst Gauge.<br />
<br clear='all'/><br />
====Defensive Bursts can be Disabled====<br />
[[File:P4Arena BurstDisabled.png|thumb|250px|Burst Gauge available versus disabled]]<br />
There are times when Defensive Bursts are disabled, even if your Burst Gauge is full:<br />
*When being thrown.<br />
*When being hit by a [[#SP Skill Attack|Super Attack]] or [[#Instant Kill|Instant Kill]].<br />
*When your Persona is disabled due to [[#Persona Break|Persona Break]] or [[P4U2.5/Ailments#Mute|Mute]].<br />
*When being hit by certain attacks, such as Aigis's Megido Fire or Kanji's Bet Ya Can't Take This!<br />
The Burst Gauge will be crossed out in these situations.<br />
<br clear="all"/><br />
<br />
===One More! Burst===<br />
[[File:P4Arena_redBurst.png|thumb|250px|Make deadly combos or cancel your attack to make it safe.]]<br />
Press A+C+D while performing an attack to immediately cancel your attack into a One More! Burst. One More! Bursts completely empty the Burst Gauge. Not all attacks can be canceled into a One More! Burst; for example, all Furious Actions and certain supers can not be One More! Bursted, and some attacks can be One More! Bursted on block but not on hit. <br /><br />
<br /><br />
One More! Bursts have the following properties:<br />
*Launch the opponent into the air on hit, allowing for an easy combo extension. <br />
*Partially reverse damage scaling (removes 200 points from the proration tally), meaning further hits in the combo will do more damage than they otherwise would. <br />
*Creating otherwise impossible combo routes and combos that cannot be Bursted out of by an opponent, allowing for devastating damage.<br />
<br style="clear:both;"/><br />
<br />
==Shadow Frenzy==<br />
[[File:P4AU_ShadowFrenzy.png|250px|thumb|GO TO HELL! Narukami enters Shadow Frenzy.]]<br />
Shadow Frenzy (also sometimes called Shadow Fury, Shadow Berserk, or Shadow Rampage) is a mechanic exclusive to Shadow Type characters that allows for fancy combos. Press A+C+D with a full Burst Gauge to activate Shadow Frenzy. The SP Gauge turns into a purple timer and Shadow Frenzy ends when the time reaches 0. The more SP you have when you start Shadow Frenzy, the longer Shandow Frenzy lasts. During Shadow Frenzy, you can:<br />
*Cancel any special or SB attack into any other special or SB attack.<br />
**Each special/SB attack can only be used once per string. <br />
*All normals are jump-cancelable on hit and block<br />
*Perform attacks that cost SP at the cost of reducing the amount of time:<br />
**At neutral, the timer decreases by 1 point every 12 frames.<br />
**Performing a SB Skill immediately reduces time by 10 points.<br />
**Performing SP Skills immediately reduces time by 20 points.<br />
**Performing Awakening SP Skills immediately reduces time by 30 points.<br />
**Performing One More Cancels, Guard Cancels, and Guard Cancel Evasive Actions immediately reduces time by 25 points.<br />
*Activating Shadow Frenzy with 100 SP also refills your Persona Cards, even if [[P4U2.5/Gauges#Persona_Break|Persona Broken]]<br />
<br />
You can cancel into Shadow Frenzy off of most attacks, similar to using One More! Cancels or Bursts, and can easily confirm most hits into damaging combos.<br />
<br />
When Shadow Frenzy is cancelled into, the start-up and recovery are very fast. In contrast, if performed in a neutral state, the start-up and recovery are slower (14+8), but 1/4 of the Burst gauge is replenished upon Shadow Frenzy resolution. Both versions are fully invincible until the animation ends. Visually, Shadow Frenzy's activation is similar to a One More! Burst, with the Shadow character posing as if Bursting and shouting a unique line.<br />
<br clear='all'/><br />
<br />
==Navigation==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Movement&diff=284125P4U2R/Movement2022-06-15T03:53:34Z<p>Elite Soba: mentioning slight delay tech because its mechanically meaningless but might throw some people off</p>
<hr />
<div>== Ground Movement ==<br />
; Walking<br />
: Hold either left or right to walk forward/backward. This is the slowest form of movement, but also presents the least risk.<br />
;Run (Dash)<br />
:To run forward, press {{Ni|6}}{{Ni|5}}{{Ni|6}} in quick succession when on the ground and keep holding {{Ni|6}} to continue running forward. When you stop running your character will slide to a halt for 2 frames. During the sliding animation, the character is considered standing and cannot block or crouch, but it can be canceled it into attacks (including crouching attacks) and jumps.<br />
:Microdashing refers to quickly cancelling a dash into an attack, allowing you to link certain moves in pressure and combos by using the forward momentum of the dash to increase the range of an attack. <br />
;Backdash (Backstep)<br />
:To perform a backdash, press{{Ni|4}}{{Ni|5}}{{Ni|4}} quickly. All backsteps have 6 frames of invincibility at the start (Aigis's Origa mode backdash has 7), so they are useful for escaping enemy attacks if timed correctly. Backsteps can not be canceled into anything: you must wait for the entire backstep to finish before performing any further action, with the exclusion of Aigis's Orgia backdash. This means that while backsteps can evade attacks, they can be baited if the opponent performs a slow, long-reaching attack, or if the opponent anticipates the backstep and moves forward to hit you out of the backstep's recovery. Backdash recovery time varies among characters, with some recovering faster than others. <br />
:Backdashes are disabled in the following instances:<br />
:*Upon wakeup: the game's engine disables backsteps for the first 4 frames after recovering from knockdown. <br />
:**Aigis's Orgia backdash is not disabled on wake-up. <br />
:*When blocking: in order to backdash out of your opponent's pressure, there must be a gap between their attacks. <br />
:**You cannot backdash for 1 frame after blocking low, meaning that there must be a 2 frame gap in an opponent's string if you wish to change from blocking to backdashing. If you attempt to backdash when there is not a sufficient gap, you will change to standing block but fail to backdash, leaving you vulnerable to low attacks. <br />
:**When blocking high, there must be a 1 frame gap between your opponent's attacks. <br />
;Evasive Action (Roll)<br />
[[File:P4ArenaQuick_Escape.png|thumb|250px]]<br />
:Press A + C to perform a dodge forward that can avoid attacks and pass through the opponent, similar to a forward roll found in the King of Fighters series. This can be used to evade enemy attacks and projectiles, but not throws and command throws. There is a recovery period at the end of an Evasive Action that is punishable, as Evasive Actions leave the player in a counter-hit state. Finally, Evasive Action's strike invincibility does not begin on the first frame, so they are a poor option on wake-up, as the opponent can easily beat the Evasive Action before it gains invincibility. <br />
:In pressure, rolling allows you to create cross-up scenarios by having your persona attack from one side while you move to the other: since the opponent must block in relation to the ''player'''s position and not the persona's, Evasive Action offers interesting cross-up options. However, there are [[P4U2.5/Defense#Crossup_Guard|restrictions on left-right cross-ups, which are discussed here]].<br />
:This is one of the few methods of movement available when [[P4U2.5/Ailments#Shock|shocked]].<br />
:Evasive Action invincibility:<br />
::*1-2F projectile invincible.<br />
::*3-24F strike and projectile invincible, can pass through opponent.<br />
::*33F total duration.<br />
::*Counter Hit state from 3F onward.<br />
:Evasive Actions are commonly called "rolls" by players, while in Japan, they're often referred to as "Quick Escapes." <br />
<br />
;Ground Ukemi (Ground Tech)<br />
[[File:P4ArenaGround_Ukemi.png|thumb|250px|Can be delayed.]]<br />
:When your character is knocked to the ground, press or hold any single button to recover, causing your character to flash white and flip off the ground. This entire animation is invincible (duration: 33 frames), but it is slow, thus giving your opponent time to set up a mixup.<br />
:You can delay when you ukemi (tech) in order to throw off the opponent's attack timing, but this carries some risk. You are vulnerable while laying on the ground, and if you wait too long to tech, your character will automatically rise from the ground. This rising animation is completely safe, but the time before you start rising is completely vulnerable and allows the opponent to start a new combo on you with damage scaling reset!<br />
:There is a 10 frame window where you can delay your ukemi, but this causes a proportional shortening of the animation so the end result is being actionable and vulnerable on the same frame regardless of this delay. If you do not ukemi "immediately" (within this 10 frame window) when you touch the ground, there is a short period of time where you can not ukemi (duration: 30 frames). The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier) and the proration from the previous combo will carry over.<br />
<br clear=all/><br />
<br />
== Air Movement ==<br />
;Jump/Double Jump<br />
: Press any of the upward directions to jump. All characters can also perform a double jump by jumping again while midair. Ground jumps have 3 frames of startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Skill Attacks. Once airborne, you will not be able to block for the first 5 frames, making jumping a risky evasive maneuver.<br clear='all'/><br />
;Super Jump<br />
: To Super Jump, start from {{Ni|5}}, then quickly press any downward direction, then any upward direction. Super Jumps have startup just like normal jumps. They are used to create vertical distance between you and your opponent as well as to run away; super jump over the opponent, then air dash away! Note that you can not double jump after a super jump, so your only air option is to air dash.<br clear='all'/><br />
;Hop<br />
[[File:P4ArenaMini_Jump.png|250px|thumb|Low and Throw Invincible on Frame 1! Now a combo and pressure tool.]]<br />
: Press {{Ni|2}} + {{A}} + {{C}} while on the ground to perform a short jump forward.<br />
:Hops have Foot attribute invincibility and throw invincibility on startup, so they're useful for jumping over the opponent's low attacks and ground throws. Actions can not immediately be performed after a hop (you must wait a until the apex of the hop) and you can not perform air dashes/double jumps at all during a hop (but you can air turn). In addition to that, you can not block at all during a Hop, are in counter-hit state during the move, and any attack performed by cancelling into a hop can be blocked both high and low.<br />
:Hops can be canceled into from many normals, making them useful offensively to reset pressure strings and as a combo tool. Cancelling into a hop from a normal attack is considered to be a special cancel. <br />
:Defensively, hops can be used to beat opponents mashing throws and low attacks. And just like Evasive Actions, hops can performed even when [[P4U2.5/Ailments#Shock|shocked]]!<br clear='all'/><br />
;Air Turn<br />
[[File:P4ArenaAir_Turn.png|thumb|250px]]<br />
: Press {{A}}+{{C}} while airborne to turn around mid-air. This can be used to turn to face opponents who run under you to the other side, to hit the opponent as you jump over them, as well as to perform forward air dashes ''away'' from the opponent (which not only travel a longer distance than air backdashes, but also prevent you from entering Negative Penalty).<br />
:When inputting specials, you must input them in relation to your character's direction.<br />
:*For example, if Narukami is facing away from his opponent, you must input j.236A to perform Raging Lion, not j.214A.<br />
<br clear='all'/><br />
;Air Dash Forward/Backward<br />
:While airborne, press 66 to perform an air dash forward, and 44 to perform an air dash backward. Airdashes are used to cover large distances quickly, but they are vulnerable during startup.<br />
:All air backdashes are invincible from frames 1-5.<br />
:A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks; in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). IADs are performed by pressing 956 for a forward air dash and 754 for a backward air dash. The idea is that the jump includes a directional input that also counts as an input for the air dash command.<br />
<br clear='all'/><br />
;Air Ukemi (Air Tech)<br />
{| align="right"<br />
|-<br />
| [[File:P4ArenaAir_Ukemi.png|250px|thumb|Pick a direction with {{Ni|4}}, {{Ni|8}}, {{Ni|6}}, or {{Ni|5}}]]<br />
| [[File:P4Arena_comboMeter.png|250px|thumb|Air ukemi when the blue bar at the bottom is empty.]]<br />
|}<br />
:After being hit in the air, a blue bar will appear under the combo counter. This bar represents how long air ukemi (air tech) is disabled. Hold any button down while you are getting hit in the air and you will air ukemi as soon as the blue bar empties. By holding left, right, or up (or no direction at all), you can choose the direction you recover.<br />
:Air ukemi takes 15 frames and you are invincible the entire time.<br />
:If you touch the ground before you air ukemi, you can then perform a ground ukemi.<br />
:Usually, you will want to ukemi immediately when possible, but opponents can take advantage of this behavior by setting up a mixup that you will be forced to block when you ukemi. A common counter to this tactic is to delay your ukemi in order to throw off the opponent's mixup timing, but this carries some risk; the opponent can simply hit you before you ukemi and [[P4U2.5/Damage#Valid vs. Invalid Combo|continue to combo you!]]<br />
:Additionally, when choosing to air ukemi, be mindful of the opponent's position. After an air ukemi is performed, you are vulnerable to air unblockable attacks, allowing your opponent to catch your air tech and reset you into a new combo for huge damage.<br clear='all'/><br />
;Regaining Air Options<br />
:After air blocking, air ukemi, or breaking an air throw (or having your air throw teched) you can air dash and double jump again. Therefore, it's possible to do things like air dash, get hit, air ukemi, then air dash or double jump a second time! Or Super Jump, break an air throw, then double jump!<br />
;Prejump<br />
:Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. If you are hit during prejump, you will enter standing hitstun.<br />
:Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower your character is, the longer the prejump. Exact values for prejump can be found in each character's frame data.<br />
<br />
:It is actually possible to cancel prejump into Skills, and SP Skills, though for most characters is not used very often. The reason for this is that attacks that involve an Up input, such as Mitsuru's Bufula ([2]8C/D) can be used without doing tricks to hide the jump input (such as whiffing moves beforehand).<br />
;Landing Recovery<br />
:Some airborne moves have landing recovery like Yu's Aerial Zio. <br />
This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable.<br />
<br />
:When landing from a jump, there is still a unique 4F landing recovery that disables certain actions for limited amounts of time.<br />
:1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash<br />
:4F after landing all actions are possible<br />
Another quirk about landing in this game is that the frame before landing, you are considered grounded meaning you can be hit by ground throw during the last frame of jumping and getting hit on the last frame will result in ground hitstun.<br />
<br />
== Cancels ==<br />
;Auto Combo<br />
:Each character has a combo that can be done by rapidly pressing the A button. More information can be found [[P4U2.5/Offense#Auto Combo|here]].<br clear='all'/><br />
;Special Cancel<br />
:Most normal attacks can be canceled into specials, [[P4U2.5/Defense#Furious Action|Furious Actions]], and super attacks. This is generally used to create combos, but can have other applications as well.<br clear='all'/><br />
;Jump Cancel<br />
:Some normal attacks can be canceled into jumps, super jumps, and hops. This is used in combos as well as block strings and mixups. Some attacks can only be jump canceled on hit.<br clear='all'/><br />
;One More! Cancel<br />
:Press A+B+C to cancel any attack that does not whiff (in other words, any attack that touches the opponent) to cancel the attack and bring yourself back into a neutral state. This type of cancel is very powerful for use in making new frame traps, creating and extending combos, or making your attacks safe. More detailed information can be found [[P4U2.5/Gauges#One More! Cancel|here]].<br clear='all'/><br />
;Super Cancel<br />
:Cancel a Skill or [[P4U2.5/Defense#Furious Action|Furious Action]] into a super in order to extend combos. Super Cancels convert 6.5% of your max health into [[P4U2.5/Damage#Blue Health|Blue Health]].<br clear='all'/><br />
;Dash Cancel<br />
:Some attacks can be canceled into a dash (either forward or backward), such as Chie's 5C. This is different from canceling into a run since this dash runs a preset distance and cannot be canceled into anything else.<br />
;P Combo<br />
:Normal attacks can be canceled into other normal attacks and jump. Each character has different rules as to which normals can cancel into what other actions (some attacks can't be canceled at all!). This is analogous to Guilty Gear's Gatling or BlazBlue's Revolver Action. The general flow is that attacks cancel from A > B > C > D. You can find your character's exact rules in the [[P4U2.5/Frame Data|Frame Data section]].<br />
;Clash<br />
[[File:P4Arena_clash.png|thumb|250px|]]<br />
:Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into any action the attack can normally be canceled into on block, in addition to always being able to cancel into throw, sweep, All Out Attack, Specials, One More Cancel, or Supers.<br />
<br />
The cancel window is very small, so you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!<br clear='all'/><br />
<br />
==Input Buffer==<br />
===Advanced Input===<br />
When you hold down an attack button, the game repeats the button input every frame for as long as the button is held down for up to 5 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual.<br />
<br />
Example: Mitsuru can do Throw > 5A in the corner, but the timing is difficult. By holding the button a little before the end of the throw's animation, you will be able to do the 5A immediately after the throw finishes its recovery.<br />
<br />
The technique is useful for punishing opponent's blocked attacks as quickly as possible.<br />
<br />
Similarly, the same principle can be applied to runs/backsteps/airdashes!<br />
<br />
If you input a run within 5F (speculated) of the end of an attack's recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wakeup, etc.<br />
<br />
This technique is especially useful for runs because it gives your attacks more range for free; by buffering both an attack and a run, you will attack as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on this property to link a running 5A/B/C/D or else the combo wouldn't work.<br />
<br />
===Super Flash Buffer===<br />
During an opponent's super flash/freeze (when they perform a super attack, the screen freezes briefly), you can input commands and they will be executed immediately after the super freeze ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's super attacks with an attack of your own.<br />
<br />
This buffer is often used to execute an invincible attack (such as an Evasive Action, a B+D, or your own super) that will avoid the opponent's attack! This is because supers usually have a bit of startup even AFTER the super flash. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack!<br />
<br />
Super attacks list their startup values as: ''startup pre-flash'' + ''startup post-flash''.<br />
<br />
Meaning an attack with startup 5+5 has 5 frames of startup, then the super flash, then 5 more frames of startup.<br />
<br />
;Supers With No Startup After Super Flash<br />
:Some supers are special: they have no additional startup after the super flash. This means that you cannot use this super flash buffer to beat these supers because the attack will already be active immediately following the super freeze.<br />
<br />
:Kanji's Super Throw (Burn to a Crisp!) is a prime example of this: you must already have some way to avoid Kanji's Super Throw prepared BEFORE the super flash if you want to beat it.<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Sobahttps://www.dustloop.com/wiki/index.php?title=P4U2R/Chie_Satonaka/Combos&diff=284111P4U2R/Chie Satonaka/Combos2022-06-15T02:52:15Z<p>Elite Soba: Unify microdash notation</p>
<hr />
<div><center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|<br />
game=P4AU<br />
}}<br />
<br clear=all/><br />
<br />
Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.<br />
<br />
==Introductory BnBs==<br />
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 1263 (1128) || 13% (16%) || {{clr|3|Easy}} || Both || Basic combo off of a grounded hit. The {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} string or some portion thereof is a common grounded confirm combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|4|236236D}} || 2929 (2627) || -30% (-25%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3634 (3261) || -27% (-21%) || {{clr|3|Easy}} || Both || Simple metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236236D}} || 4529 (4112) || -77% (-71%) || {{clr|3|Easy}} || Both || Simple high-metered extension of the above combo. Awakening/Shadow only<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| Antiair {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} || 1441 (1290) || 11% (13%) || {{clr|3|Easy}} || Both || Basic Antiair combo that also works with air-to-air confirms. Leads to {{clr|4|5DD}} oki<br />
|-<br />
| Antiair {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2052 (1838) || 26% (33%) || {{clr|7|Medium}} || Both || Slightly more complex combo off an air hit<br />
|-<br />
| 66 {{clr|2|5B}} (CH) > {{clr|4|2DD}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3542 (3179) || 35% (45%) || {{clr|7|Medium}} || Both || DP punish combo. Will occasionally need dash momentum, hence the 66<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2747 (2470) || 28% (36%) || {{clr|7|Medium}} || Both || Corner-only extended route<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|4|236D}} || 3202 (2882) || -45% (-46%) || {{clr|3|Easy}} || Both || Metered extension off of throw<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2269) || 28% (37%) || {{clr|3|Easy}} || Both || Simple AoA~{{clr|4|D}} corner-only combo. Requires getting all the hits for the Fatal ender.<br />
|-<br />
|}<br />
<br />
==Midscreen==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|5AAAAA}} || 1691 || 26% || {{clr|6|Autocombo}} || Normal || Basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAA}} || 2091 || -31% || {{clr|6|Autocombo}} || Normal || Metered basic Autocombo. Works on midair opponents that are a bit low to the ground<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1628 || 34% || {{clr|6|Autocombo}} || Shadow || Shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo<br />
|-<br />
| {{clr|1|5AAAAAA}} || 1959 || -26% || {{clr|6|Autocombo}} || Shadow || Metered shadow Autocombo. Damage varies based on number of {{clr|1|5AA}} hits. Doesn't work on airborne opponents due to A Rampage being part of the combo.<br />
|-<br />
| {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 1965 || 25% || {{clr|3|Easy}} || Normal || B Skullcracker extension, made possible by Normal Chie's autocombo.<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1532 (1422) || 15% (19%) || {{clr|3|Easy}} || Both || A bit more spacing-dependent for S. Chie due to Normal Chie's {{clr|1|5AA}} having a vacuum effect<br />
|-<br />
| {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|2|236B}} > {{clr|2|214B}} || 1482 (1377) || 15% (19%) || {{clr|3|Easy}} || Both || Crouching only. {{clr|1|236A}}~{{clr|2|236B}} only works on crouching or FC and {{clr|2|214B}} is a stable continuation for corner carry<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1153 (1036) || 11% (14%) || {{clr|3|Easy}} || Both || Chie rushes forward during {{clr|2|2B}} which lets it combo after almost every {{clr|1|2A}} hit<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} || 1230 (1105) || 12% (15%) || {{clr|3|Easy}} || Both || Somewhat different from the usual flow, {{clr|3|5C}} > {{clr|1|214A}} can be a stable ender when sweep normally wouldn't react.<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 3481 (3130) || -32% (-27%) || {{clr|3|Easy}} || Both || Simple metered damage extension (Awakening/Shadow only)<br />
|-<br />
| {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 4704 (4233) || -85% (-81%) || {{clr|4|Hard}} || Both || Harder metered damage extension (Awakening/Shadow only). Replace {{clr|2|j.2B}} with {{clr|1|j.A}} for consistency if you're having trouble. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4647 (4181) Damage. Full corner carry.<br />
|-<br />
| FC {{clr|1|2AA}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2283 (2054) || 31% (40%) || {{clr|3|Easy}} || Both || Example of a route that becomes available through Fatal Counter<br />
|-<br />
| {{clr|1|5A}} > {{clr|3|214C}} > OMB > {{clr|2|236236B}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 6992 || -142% || {{clr|7|Medium}} || Normal || Simple OMB path off of just about anything and ends up being optimal/close enough to optimal<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1998 (1798) || 15% (18%) || {{clr|3|Easy}} || Both || Basic {{clr|2|5B}} BnB.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4252 (3824) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for damage. Ending {{clr|4|236D}} only doesn't work if you start with your back to the corner. Use {{clr|3|236C}} in that case for 4122 (3707) Damage. Full corner carry.<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3958 (3559) || -36% (-32%) || {{clr|7|Medium}} || Both || Power Charge combo, optimized for okizeme.<br />
|-<br />
| CH {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3653 (3280) || 36% (46%) || {{clr|7|Medium}} || Both || {{clr|2|5B}} CH combo. Typically used for DP punishes. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [IAD airturn {{clr|2|j.BB}}], etc. The one listed is currently optimal. Requires dash before {{clr|2|5B}} against some crouching opponents for all of {{clr|4|2DD}} to hit, or can use {{clr|2|2B}} (CH) instead<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5366 (4822) || -17% (-8%) || {{clr|7|Medium}} || Both || Metered version of the above combo. Awakening/Shadow only. Depending on positioning, can swap {{clr|3|236C}} with {{clr|4|236D}} and/or {{clr|4|j.214214D}} with {{clr|3|j.214214C}}<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2900 (2611) || 29% (37%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. Optional {{clr|2|5B}} and {{clr|3|j.C}} are for height-dependent stability but you'll never need both (Damage listed is for picking {{clr|3|j.C}}). Not possible if opponent is too high<br />
|-<br />
| AA {{clr|2|2B}} > ({{clr|2|5B}}) > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2480 (2233) || 36% (33%) || {{clr|7|Medium}} || Both || {{clr|2|2B}} Antiair combo. First {{clr|2|5B}} is optional for stability depending on height<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 1852 (1667) || 12% (16%) || {{clr|3|Easy}} || Both || Basic {{clr|3|5C}} BnB. Should start to look familiar.<br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} || 2503 (2251) || 18% (22%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|3|5C}} > dc > {{clr|1|5AAA}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2709 || 25% || {{clr|3|Easy}} || Normal || Normal Chie only. Extra corner carry<br />
|-<br />
| (CH) Far {{clr|3|5C}} > IAD {{clr|2|j.BB}} > {{clr|3|j.C}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2925 (2631) || 22% (28%) || {{clr|7|Medium}} || Both || <br />
|-<br />
| AA {{clr|3|5C}} > IAD {{clr|1|j.A}} > ({{clr|3|j.C}}) > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 3046 (2737) || 28% (35%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. Optional {{clr|3|j.C}} is if they're lower to the ground<br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2312 (2080) || 17% (22%) || {{clr|7|Medium}} || Both || Air hit {{clr|3|5C}} confirm. No IAD but more positioning-specific to only get {{clr|3|2C}}(1)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 2150 (1940) || 17% (22%) || {{clr|3|Easy}} || Both || Confirming 2 hit {{clr|3|2C}} into {{clr|4|j.8D}} knockdown for safejump or {{clr|4|5DD}}/{{clr|4|2DD}} oki. Also works off of Antiair/CH {{clr|3|5C}} > {{clr|3|2C}}(2)<br />
|-<br />
| {{clr|3|2C}} > dc > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > dl.{{clr|2|214B}} || 2073 (1864) || 17% (22%) || {{clr|4|Hard}} || Both || Harder than the above route, and worse damage, but gives full screen corner carry. Requires slight delay on {{clr|2|214B}} or else they can air tech<br />
|}<br />
<br />
==={{clr|4|D}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|4|5DD}} > [{{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 3458 (3110) || 33% (42%) || {{clr|3|Easy}} || Both || Sometimes {{clr|4|5DD}}/{{clr|4|2DD}} oki hits. You can do a similar route to the {{clr|2|5B}} (CH) > {{clr|4|2DD}} routes, but you need to exclude 1-2 hits due to proration. Part in brackets can be replaced by [{{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|3|j.C}}], [{{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|3|j.C}}], [{{clr|2|j.BB}}], etc. {{clr|4|2DD}} works similarly but gives a bit less damage<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1338 (1194) || 10% (13%) || {{clr|3|Easy}} || Incredibly basic {{clr|1|j.A}} confirm. Particularly relevant when double jump isn't available<br />
|-<br />
| {{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|2|dj.BB}} > {{clr|3|j.C}} > {{clr|4|j.8D}} || 1794 (1607) || 14% (18%) || {{clr|3|Easy}} || Basic air-to-air {{clr|1|j.A}} confirm. Honestly works with pretty much any {{clr|1|j.A}}-{{clr|3|C}} normal starter<br />
|-<br />
| [{{clr|1|j.A}} > ({{clr|1|j.A}}) > {{clr|3|j.C}} > {{clr|2|dj.BB}}] > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2505 (2245) || 26% (33%) || {{clr|7|Medium}} || Extended air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}} > {{clr|2|j.2B}}], [{{clr|2|j.BB}}], etc. Pretty much any string of air {{clr|1|A}}-{{clr|3|C}} normals ending in {{clr|2|j.BB}} or {{clr|2|j.2B}} > {{clr|4|j.8D}} depending on vertical spacing<br />
|-<br />
| [{{clr|2|j.BB}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2675 (2409) || 25% (32%) || {{clr|7|Medium}} || Even more spacing dependent air-to-air confirm. Part in brackets can be replaced with [{{clr|1|j.AA}}], [{{clr|1|j.AA}}{{clr|3|C}}], [{{clr|1|j.AA}}{{clr|2|B}}], [{{clr|1|j.AA}}{{clr|2|2B}}], or pretty much anything depending on vertical spacing, but {{clr|2|j.BB}} is the main one where this path is better. At most one normal jump height, so airdash starter works but not superjump/double jump.<br />
|-<br />
| [{{clr|1|j.AA}}] > {{clr|3|j.C}} > {{clr|4|j.8D}} > Airdash {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2307 (2068) || 26% (33%) || {{clr|4|Hard}} || Situational air-to-air confirm {{clr|1|j.AA}} can be replaced with some combination of {{clr|1|j.A}}/{{clr|2|B}} normals<br />
|-<br />
| {{clr|4|j.D}} > Airdash [{{clr|2|j.2B}}] > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}} || 2932 (2637) || 27% (35%) || {{clr|4|Hard}} || {{clr|4|j.D}} starter is a bit more forgiving for proration and allows for different connectors such as [{{clr|1|j.A}}], [{{clr|1|j.A}}{{clr|3|C}}], [{{clr|2|j.B}}], [{{clr|2|j.BB}}], [{{clr|2|j.BB}}{{clr|3|C}}], etc. depending on vertical spacing. Also works with {{clr|3|j.C}} (CH) starter<br />
|}<br />
<br />
===Furious Action Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| BD || 1100 (990) || 16% (18%) || {{clr|6|Not actually a combo}} || DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 1593 (1431) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Works on non-CH and BD(1) > {{clr|1|236236A}} is frametight on block. Only way for KD on non-CH DP<br />
|-<br />
| BD(1) > {{clr|1|236236A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 1912 (1717) || -46% (-45%) || {{clr|7|Medium}} || Metered DP combo. Damage route<br />
|-<br />
| (CH) BD(5) > {{clr|4|j.214214D}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|3|236C}} || 2776 (2478) || -44% (-43%) || {{clr|7|Medium}} || Awakening/Shadow only. Just doing {{clr|4|D}} meteors > {{clr|4|236D}} is 2758 (2480) damage and a lot easier<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|2|j.2B}} > {{clr|2|j.BB}} > {{clr|3|j.C}} > {{clr|4|236D}} || 2550 (2285) || 32% (41%) || {{clr|3|Easy}} || Simple midscreen AoA~{{clr|3|C}} route that doesn't lead to knockdown<br />
|-<br />
| AoA~{{clr|3|C}} > {{clr|4|j.D}} || 2064 (1840) || 20% (25%) || {{clr|3|Easy}} || AoA~{{clr|3|C}} midscreen route that ''does'' lead to knockdown. Double jump {{clr|2|j.2B}} can safejump if timed well afterward but it's hard<br />
|-<br />
| AoA~{{clr|4|D}} (FC) || 1800 (1658) || 16% (20%) || {{clr|6|Not actually a combo}} || {{clr|4|D}} ender does give a fairly straightforward knockdown into safejump midscreen. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|}<br />
<br />
===Throw Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2729 (2425) || -45% (-44%) || {{clr|3|Easy}} || Simple metered throw route into knockdown/safejump, since Chie doesn't even get safejump off of CH throw anymore<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|3|236C}} || 3224 (2903) || -45% (-44%) || {{clr|3|Easy}} || Current optimal metered throw route for damage<br />
|-<br />
| Throw > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|4|j.214214D}} > {{clr|4|236D}} || 5079 (4571) || -94% (-92%) || {{clr|3|Easy}} || High metered throw route for damage. Meteors can make damage vary a bit<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 5557 (4987) || -25% (-25%) || {{clr|4|Hard}} || Both || Occasionally replace {{clr|2|j.BB}} with just {{clr|2|j.B}} for consistency depending on height. Initial {{clr|3|5C}} can be optional. Can loop the (IAD delay {{clr|2|j.2B}} > {{clr|3|5C}}) segment 2-3 times which can increase or decrease total damage. Can side-swap depending on dash before initial {{clr|3|5C}}<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 6811 (6115) || -71% (-70%) || {{clr|4|Hard}} || Both || Can omit {{clr|3|5C}} > {{clr|3|2C}} or opt for {{clr|3|5C}} >{{clr|3|2C}}(1) for some stability<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|5C}} > dc > {{clr|2|5B}} > dl.{{clr|3|5C}} > IAD dl.{{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 7334 (6585) || -70% (-69%) || {{clr|4|Hard}} || Both || Awakening/Shadow only<br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} > dash {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|3|236C}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 9448 || -148% || {{clr|3|Easy}} || Normal || (CH) {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} works for both, but generally only normal in Awakening benefits from the meter usage<br />
|-<br />
| (CH) {{clr|2|214B}} > dash {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|2B}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 3422 (3071) || 30% (38%) || {{clr|3|Easy}} || Both || Somewhat spacing-dependent {{clr|2|214B}} CH confirm<br />
|-<br />
| ~{{clr|2|236B}} > 66 {{clr|3|5C}} > IAD {{clr|1|j.A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}}<br />
|| 2960 (2660) || 30% (38%) || {{clr|4|Hard}} || Both || Slightly spacing dependent B Skull Cracker route. Requires a slightly longer than normal microdash for the initial 66 {{clr|3|5C}}<br />
|}<br />
<br />
==Corner Only==<br />
==={{clr|1|A}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 1915 (1720) || 12% (18%) || {{clr|3|Easy}} || Both || {{clr|1|2A}}+{{clr|2|B}} gives a good knockdown to start her safejump pressure.<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2118 (1911) || 34% (44%) || {{clr|7|Medium}} || Both || AoA~{{clr|4|D}} ender gives more meter and a better knockdown, but is harder/can be impossible in some situations, and getting air hit AoA gives a significantly worse post-combo situation<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 1832 || 54% || {{clr|7|Medium}} || Shadow || Corner/near-corner Shadow autocombo extension for huge meter gain<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 3177 (2856) || -22% (-14%) || {{clr|3|Easy}} || Both || 50 meter version of the above combo.<br />
|-<br />
| {{clr|1|5AAAAA}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > [Air Backdash] > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3061 || -9% || {{clr|3|Easy}} || Shadow || Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki. Air Backdash can be replaced by [Backdash > Walk back slightly] or [Backdash x 2 > Walk forward slightly]<br />
|-<br />
| {{clr|1|5AAAA}} > {{clr|3|236C}} > {{clr|3|j.214214C}} > Air Backdash > {{clr|3|2C}}(1) > ({{clr|4|5DD}}) || 3127 || -24% || {{clr|3|Easy}} || Normal || Awakening only. Example of Agneyastra path from autocombo leading to Freeze > {{clr|4|5DD}} oki<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 3674 (3303) || -21% (-13%) || {{clr|3|Easy}} || Both || Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4659 (4190) || -71% (-63%) || {{clr|3|Easy}} || Both || Awakening/Shadow only. Meter dump option<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4737 (4260) || -88% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route is one of the best in the corner and works off most starters. Can replace IAD {{clr|2|j.2B}} with {{clr|3|j.C}} for easier inputs but less damage and occasional less reliability<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 5413 (4868) || -86% (-84%) || {{clr|7|Medium}} || Both || {{clr|3|C}} Black Spot > {{clr|2|B}} Power Charge route. Awakening/Shadow only<br />
|-<br />
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236236A}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 6992 || -137% || {{clr|7|Medium}} || Normal || Full meter dump route. Awakening normal only<br />
|}<br />
<br />
==={{clr|2|B}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/dj > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|2A}}+{{clr|2|B}} || 2872 (2528) || 29% (38%) || {{clr|3|Easy}} || Both || Can also do AoA~{{clr|4|D}} (FC) ender for 3076 (2774), 41% (54%)<br />
|-<br />
| {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|3|5C}} > jc {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 4607 (4145) || -41% (-39%) || {{clr|3|Easy}} || Both || <br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3786 (3407) || 45% (59%) || {{clr|7|Medium}} || Both || Corner/near-corner {{clr|2|5B}} CH route. Similar to midscreen but gets {{clr|2|214B}} after Skull Cracker and AoA ender<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|2|236236B}} > {{clr|2|5B}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 6888 (6186) || -92% (-90%) || {{clr|3|Easy}} || Both || Corner-specific {{clr|2|5B}} CH heavy metered route<br />
|-<br />
| (CH) {{clr|2|5B}} > {{clr|4|2DD}} > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|1|5A}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236D}} || 8328 || -107% || {{clr|3|Easy}} || Normal || SB power Charge off {{clr|2|5B}} CH. Mostly beneficial for normal Chie<br />
|-<br />
| AA {{clr|2|2B}} > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 2696 (2421) || 40% (51%) || {{clr|4|Hard}} || Both || {{clr|2|2B}} Antiair route opened up by the corner. Stabilizing {{clr|2|5B}} after {{clr|2|2B}} and {{clr|2|214B}} after Skull Cracker won't work because they let the opponent tech out before {{clr|3|2C}}<br />
|}<br />
<br />
==={{clr|3|C}} Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Version !! Notes<br />
<!--|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}} > 2AB || 2880 (2592) || 23% (30%) || {{clr|7|Medium}} || Both || Incredibly cursed combo that only seems to work ''against'' Chie but leads to knockdown if you end up getting 2nd hit {{clr|3|2C}} *Note: Removing this combo because it only works on Chie consistently and Yukari and Adachi inconsistently lmao* --><br />
|-<br />
| AA {{clr|3|5C}} > {{clr|3|2C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|j.C}} > {{clr|2|236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|236D}} || 3536 (3182) || 34% (44%) || {{clr|7|Medium}} || Both || {{clr|3|5C}} > {{clr|3|2C}} antiair route if you end up getting 2nd hit {{clr|3|2C}}. In the corner {{clr|4|236D}} can actually give knockdown off shorter combos and leads to autotimed safejump by holding 7 but loses corner position<br />
|}<br />
<br />
===Air Normal Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} || 2843 (2559) || 30% (39%) || {{clr|3|Easy}} || General combo from airdash {{clr|2|j.BB}} starter<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}}~{{clr|3|214C}} > {{clr|4|236236D}} || 4145 (3730) || -14% (-4%) || {{clr|3|Easy}} || Metered option<br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|5B}} > {{clr|3|5C}} > hc/jc > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4265 (3840) || -15% (-5%) || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|j.BB}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|4|236D}} > {{clr|3|j.214214C}} > {{clr|4|236236D}} || 4559 (4104) || -18% (-9%) || {{clr|3|Easy}} || These paths should start to feel familiar. Most things that work with A starters work here<br />
|}<br />
<br />
===All Out Attack Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > (dc) > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} || 2787 (2545) || 34% (44%) || {{clr|3|Easy}} || Jump cancel the {{clr|4|D}} ender and do {{clr|2|j.2B}} while falling. Note that in this case the (FC) refers to Fatal Counter {{clr|4|D}} ender, not that the initial hit needs to be a Fatal Counter<br />
|-<br />
| AoA~{{clr|4|D}} (FC) > {{clr|4|j.2D}} > {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2D}} > Jump Back {{clr|4|j.4D}} > (Air backdash {{clr|4|5DD}}/{{clr|4|2DD}}) || 2930 (2666) || 33% (43%) || {{clr|7|Medium}} || This one requires instant {{clr|4|j.2D}}. The post-knockdown situation leaves the opponent blocking {{clr|4|5DD}}/{{clr|4|2DD}} with a slight gap in the corner for 4 way mixups<br />
|}<br />
<br />
===Misc. Starters===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|j.236A}}+{{clr|2|B}} (whiff)~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|214B}}~{{clr|4|214D}} > {{clr|4|236236D}} || 4361 (3921) || -72% (-71%) || {{clr|3|Easy}} || {{clr|1|j.236A}}+{{clr|2|B}} close to the ground won't come out but will still allow for Skull Cracker followup for an "instant" overhead<br />
|-<br />
| ~{{clr|2|236B}} > {{clr|3|5C}} > {{clr|2|j.2B}} > {{clr|3|j.C}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 3246 (2926) || 41% (53%) || {{clr|7|Medium}} || {{clr|2|B}} Skull Cracker reset combo. {{clr|1|236A}}~{{clr|2|236B}} won't combo on standing which leads to a cheeky reset<br />
|-<br />
| (FC) AA {{clr|3|214C}} > dc > [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] > {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|3|5C}} > {{clr|4|2DD}} > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}}~{{clr|2|214B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}} (FC) || 5177 (4649) || 56% (71%) || {{clr|4|Hard}} || {{clr|3|C}} Black Spot Antiair combo. Can be used to punish some DPs. Depending on height, can replace [{{clr|1|2A}}+{{clr|2|B}} > {{clr|3|j.C}} > {{clr|2|j.B}}] section with [{{clr|2|5B}} > {{clr|3|5C}}] or [{{clr|1|5A}} > {{clr|3|5C}}]<br />
|}<br />
<br />
==Shadow Frenzy==<br />
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.<br />
<br />
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.<br />
===Midscreen===<br />
====Burst Safe====<br />
These combos work off of just about any grounded normal hit (except {{clr|3|2C}} for routes that need freeze), including Sweep. For launcher starters, omit the initial {{clr|1|2A}}+{{clr|2|B}}<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 5 || - || 4102 || {{clr|3|Easy}} || Pretty much the bare minimum meter combo. {{clr|2|5B}} builds 4 meter on its own <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 11 || - || 4711 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 26 || - || 5256 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 56 || - || 6066 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 30 || 10 || 5604 || {{clr|3|Easy}} || rowspan="2" | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 50 || 25 || 5996 || {{clr|3|Easy}}<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 68 || 15 || 7491 || {{clr|4|Hard}} || Omitting either {{clr|3|214C}} can make the combo more stable, at the cost of a few hundred damage<br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 83 || 30 || 8202 || {{clr|4|Hard}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} > 66 {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || 66 ({{clr|3|5C}}) > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 98 || 45 || 8423 || {{clr|4|Hard}} || <br />
|}<br />
<br />
====Dragon Kick Route====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} || {{clr|4|236D}} || 2 || - || 5550 || {{clr|7|Medium}} || Burstable, but the 2 meter required is built by the starter even during meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|2|236236B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 6352 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 44 || 10 || 6754 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 59 || 25 || 8525 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|2|5B}} > {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 89 || 55 || 9457 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 1 || - || 2394 || {{clr|3|Easy}} || lmao <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 10 || - || 4213 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 25 || - || 4590 || {{clr|3|Easy}} || <br />
|-<br />
| Throw > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 40 || - || 5280 || {{clr|3|Easy}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6252 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 6849 || {{clr|4|Hard}} || The Agneyastra timing precise for this <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7211 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 7835 || {{clr|4|Hard}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 60 || 13 || 6252 || {{clr|7|Medium}} || rowspan="3" | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 75 || 28 || 6849 || {{clr|7|Medium}}<br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 90 || 43 || 7211 || {{clr|7|Medium}}<br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|2|236236B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 37 || 15 || 5074 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 47 || 15 || 6462 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 62 || 30 || 7059 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7421 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} || {{clr|4|j.214214D}} > {{clr|3|236236C}}+{{clr|4|D}} || 92 || 60 || 8045 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Corner===<br />
====Grounded Hit====<br />
These combos require a grounded hitconfirm in order for the {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} section to work out.<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || - || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 13 || - || 5117 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 16 || 6943 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 11 || 7152 || {{clr|7|Medium}} || This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|214C}} > {{clr|2|B}}+{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 54 || 15 || 7682 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 61 || 10 || 8406 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 64 || 13 || 8987 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|2|236236B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 75 || 24 || 9721 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Air Hit====<br />
"Air Hit" here also refers to confirming off a launcher<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || - || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 18 || - || 5002 || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 40 || 15 || 5799 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 50 || 15 || 7561 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 62 || 27 || 8206 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 80 || 45 || 8425 || {{clr|7|Medium}} || <br />
|-<br />
| {{clr|1|2A}}+{{clr|2|B}} > Shadow Frenzy || {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 93 || 58 || 9435 || {{clr|7|Medium}} || <br />
|}<br />
<br />
====Throw====<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Meter Req post-Power Charge !! Damage !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|2|2362369B}} || {{clr|3|214C}} > {{clr|4|214D}} > {{clr|3|236C}} > {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 37 || 15 || 5133 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|4|236D}} || 48 || 15 || 6447 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 26 || 7015 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 75 || 42 || 7406 || {{clr|7|Medium}} || <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|4|236D}} || {{clr|3|j.214214C}} > {{clr|2|236236B}} > {{clr|3|236236C}}+{{clr|4|D}} || 100 || 67 || 7859 || {{clr|7|Medium}} || <br />
|-<br />
| colspan="8" | ||<br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|236C}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 47 || 15 || 6697 || {{clr|7|Medium}} || <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} > {{clr|4|j.236D}} || 59 || 27 || 7225 || {{clr|7|Medium}} || Requires superjump for the last Dragon Kick <br />
|-<br />
| Airthrow > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || {{clr|3|5C}} > {{clr|3|214C}} > {{clr|4|236D}} > {{clr|3|j.236C}} || {{clr|3|j.214214C}} > {{clr|3|236236C}}+{{clr|4|D}} || 77 || 45 || 7702 || {{clr|7|Medium}} || <br />
|}<br />
<br />
===Other===<br />
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"<br />
! Starter !! Power Charge Section !! Damage Section !! Ender !! Meter Req !! Damage !! Position !! Difficulty !! width="200px" | Notes <br />
|-<br />
| Throw > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}} > {{clr|1|236236A}} || Walk Forward > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 96 || 6606 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 99 || 8665 || Any || {{clr|3|Easy}} || Incredibly stable and still high damage <br />
|-<br />
| {{clr|2|5B}} > Shadow Frenzy || {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236236A}} > {{clr|1|214A}} > {{clr|1|236236A}} > 66 {{clr|1|2A}}+{{clr|2|B}} > {{clr|3|214C}} > {{clr|1|236236A}} || {{clr|1|214A}} > {{clr|4|214D}} > {{clr|3|214C}} > {{clr|3|236C}} || {{clr|4|j.214214D}} > {{clr|4|236D}} || 88 || 8148 || Any || {{clr|3|Easy}} || <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || - || - || {{clr|4|j.21424D}} > {{clr|3|236236C}}+{{clr|4|D}} || 32 || 4547 || Any || {{clr|3|Easy}} || Burst safe fairly intuitive ender <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|3|236C}} > Shadow Frenzy || {{clr|3|214214C}}+{{clr|4|D}} > {{clr|1|236236A}}+{{clr|2|B}} || {{clr|4|214D}} || {{clr|3|236236C}}+{{clr|4|D}} || 77 || 5690 || Any || {{clr|3|Easy}} || Fairly stable and somewhat intuitive route <br />
|-<br />
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}}, Shadow Frenzy || - || - || {{clr|3|236236C}}+{{clr|4|D}} || 30 || 4790 || Corner || {{clr|3|Easy}} || Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst <br />
|-<br />
| {{clr|1|5AAAAA}} (Skull Cracker) > Shadow Frenzy || {{clr|1|236236A}} > {{clr|1|236236A}} > {{clr|1|236236A}} || {{clr|3|214C}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|4|j.236D}} || {{clr|3|j.214214C}} || 92 || 6180 || Corner || {{clr|3|Easy}} || Low damage but hilariously stable <br />
|-<br />
| (FC) {{clr|3|214C}}+{{clr|4|D}} > Shadow Frenzy || {{clr|1|236236A}}+{{clr|2|B}} || 66 {{clr|3|5C}} > {{clr|3|214C}}+{{clr|4|D}} > {{clr|3|236C}}+{{clr|4|D}}, {{clr|3|j.236C}} > {{clr|4|j.236D}} || {{clr|4|j.214214D}} > {{clr|4|j.236D}} || 75 || 10342 || Any || {{clr|3|Easy}} || SB Black Spot FC kill combo <br />
|}<br />
<br />
==Combo Theory==<br />
===Midscreen===<br />
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her {{clr|1|5AAA}} autocombo does act as a launcher that combos into {{clr|2|236B}}.<br />
<br />
When she does get an airborne hit, the combos generally follow the flow of ... > {{clr|2|236B}}~{{clr|2|236B}} > 66 {{clr|3|5C}} > {{clr|3|2C}}(1) > dc > {{clr|2|5B}} > ({{clr|3|5C}}) > ({{clr|2|2B}}) > {{clr|1|2A}}+{{clr|2|B}} which in addition to decent damage also provide a considerable amount of corner carry.<br />
<br />
===Corner===<br />
Chie's routing options really open up in the corner for a multitude of reasons. She can use {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} to convert almost any grounded string into a juggle sequence; AoA~{{clr|4|D}} becomes an option after {{clr|3|2C}}(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.<br />
<br />
Typical meterless routes will go the way of ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > ({{clr|3|5C}} > {{clr|2|236B}}~{{clr|2|236B}}) > {{clr|3|5C}} > {{clr|3|2C}}(1) > AoA~{{clr|4|D}}, which leads into Instant Air Backdash > {{clr|4|5DD}} okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure {{clr|4|5DD}} oki: ... > {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}} > {{clr|4|236D}} > {{clr|3|j.214214C}} > backdash > {{clr|3|2C}}(1) > {{clr|4|5DD}} oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.<br />
<br />
===Anti-Air===<br />
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > {{clr|2|j.BB}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > {{clr|2|j.BB}} > {{clr|4|j.8D}} > {{clr|2|5B}} > {{clr|3|5C}} > ..., can handle all but the lowest of vertical spacings, but {{clr|4|j.8D}} prorates the combo significantly.<br />
<br />
===Metered/Burst Routes===<br />
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage ''better'' than normal Chie's for most of the match, despite the 10% damage penalty.<br><br />
{{clr|3|236C}} is used midscreen and {{clr|4|236D}} is used in the corner; {{clr|4|j.214214D}} is used midscreen and {{clr|3|j.214214C}} is used close to/in the corner.<br />
<br />
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.<br />
<br />
For grounded opponents midscreen, the optimal damage route will generally come from using {{clr|1|A Power Charge}} like an OMC to open up juggle opportunities, typically via ... > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|214A}} > {{clr|4|214D}} > {{clr|1|236236A}} > 66 {{clr|3|5C}} > IAD {{clr|2|j.2B}} > {{clr|2|j.236B}}~{{clr|2|236B}} > ...<br />
<br />
In the corner, it becomes viable to incorporate {{clr|2|236236B}} ({{clr|1|236236A}}+{{clr|2|B}} is a bit too situational to write general guidelines about). Common {{clr|2|B Power Charge}} routes will be after a grounded {{clr|3|214C}} hit or after a {{clr|2|B Skull Cracker}}, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.<br />
<br />
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since {{clr|1|A Power Charge}} is so fast, it's typically easy to fit into a combo once {{clr|2|B Power Charge}} has been attained.<br />
<br />
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use {{clr|2|236236B}} or situationally {{clr|1|236236A}}+{{clr|2|B}} and still continue the combo with {{clr|3|5C}}, which allows normal Chie to get a stable, high damage conversion off of any hit.<br />
<br />
====SB Specials====<br />
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.<br />
* SB Rampage doesn't offer much in the corner because {{clr|1|A Rampage}} serves a similar purpose. Midscreen it allows for {{clr|2|B Skull Cracker}} into {{clr|2|B Herculean Strike}} for heavy corner carry and knockdown.<br />
* SB Skull Cracker barely offers any value, due to {{clr|1|236A}}+{{clr|2|B}}~{{clr|2|236B}} generally being identical. The only potential value is for Shadow Chie {{clr|1|5AAAA}}~{{clr|1|236A}}+{{clr|2|B}} > {{clr|2|214B}} for autocombo meter, corner carry, and knockdown<br />
* SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off {{clr|1|2A}}+{{clr|2|B}}, but requires sweep starter or dash momentum to connect.<br />
* SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy or off the situational routes that use {{clr|1|236236A}}+{{clr|2|B}}<br />
* SB Black Spot doesn't differ significantly from {{clr|3|214C}} in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.<br />
<br />
===Shadow Frenzy===<br />
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.<br />
<br />
==FAQs==<br />
Q: How does the ... > {{clr|1|214A}} > {{clr|3|236C}} > Shadow Frenzy > {{clr|1|236236A}}+{{clr|2|B}} > {{clr|2|5B}} > ... section work?<br />
<br />
A: First off, the {{clr|3|236C}} needs to hit a bit close to the ground, which can require delaying the {{clr|3|236C}} a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of {{clr|3|236C}} for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.<br />
<br />
<br />
Q: How does the ... > {{clr|3|2C}} > SB Power Charge > ... section work?<br />
<br />
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-{{clr|4|D}} normals for Chie) normals. For Chie, this only really affects {{clr|3|2C}} (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of {{clr|3|2C}} (which ends up looking really glitchy because she freezes a bit while the second hit of {{clr|3|2C}} occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of {{clr|3|2C}}. Thus the input ends up looking like {{clr|3|2C}}(1) > {{clr|1|2362369A}}+{{clr|2|B}}<br />
<br />
<br />
Q: {{clr|1|236A}}~{{clr|1|236A}} > {{clr|2|214B}}?<br />
<br />
A: Only near the corner. Less near the corner, {{clr|1|236A}}~{{clr|1|236A}} > {{clr|1|214A}} > {{clr|1|5A}}/{{clr|2|5B}} will serve a similar purpose<br />
<br />
<br />
Q: 66 {{clr|3|5C}}? Microdash?<br />
<br />
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > {{clr|1|236236A}} > 66 {{clr|3|5C}} > ... and the microdash is essential to ensure proper spacing for the rest of the combo to connect. The Power Charge is what resets Chie to a neutral position again and allows her to run/microdash.<br />
<br />
<br />
Q: Optimizing Dragon Kick > Agneyastra?<br />
<br />
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want {{clr|4|236D}} > {{clr|3|j.214214C}}; near the corner you'll want {{clr|3|236C}} > {{clr|3|j.214214C}}; everywhere else it'll be {{clr|3|236C}} > {{clr|4|j.214214D}}. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.<br/><br />
Timing-wise, I've found it best to input Agneyastra just before the {{clr|3|236C}} wallbounce when midscreen (somewhat reminiscent of the timing for the {{clr|3|236C}} > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.<br />
<br />
<br />
Q: How do you make {{clr|3|2C}}(1) > AoA~{{clr|4|D}} consistent?<br />
<br />
A: ¯\_ (ツ)_/¯<br />
<br />
==Video Examples==<br />
{{#ev:youtube|7-Sa7ekoQ68}}<br />
<br />
==External References==<br />
* https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter<br />
* https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - {{clr|1|2AA}} > {{clr|2|2B}} combo paths, showing optimal routing and suboptimal path comparisons<br />
* https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|214A}} > {{clr|3|236C}} Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner {{clr|2|5B}} > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy<br />
* https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2.5|Chie Satonaka|36px|P4AU_Chie_portrait.png}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:P4U2.5/Navigation}}</div>Elite Soba