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{{MoveData
{{MoveData
|image=BBTag_Chie_PowerCharge.png |caption= Subaru Install
|image=BBTag_Chie_PowerCharge.png |caption= Congratulations, you're dead
|input=214B+C
|input=214B+C
|name=Power Charge
|name=Power Charge

Revision as of 03:35, 11 February 2020

Chie Satonaka
BBTag Chie Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Mixup, Speedy
Team role
Point

Overview

"Have a taste of our combination attack!"

Backstory

Chie Satonaka is a member of the Investigation Team solving the series of homicidal cases occurring at Inaba, Japan. She is a second-year student in Yasogami High School who has had a long-lasting and deep friendship with Yukiko Amagi ever since they've been classmates. Chie's energetic and motivated personality only compliment her adoration of martial arts, which she displays in her fighting style.

Playstyle

Chie is close range, mix-up oriented character that is able to keep her offensive pressure going through a good use of multi-hit normals, jump cancels, and a fast overhead. Chie uses her persona to help fill some of the gaps in her gameplan, giving her longer range attacks.

Strengths/Weaknesses

Strengths Weaknesses
  • Great damage potential without meter.
  • Stupid high damage potential with meter
  • Good corner game.
  • Getting in range to actually execute on that damage potential can be hard.
  • Very reliant on assists and meter to use her full potential.

Persona: Tomoe


Normal Moves

4A
4A
BBTag Chie 4A.png
BBTag Chie 4AA.png
BBTag Chie 4AAA.png
BBTag Chie 4AAAA.png
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 5 3 11 -2 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Chie 4A.png
BBTAG Chie 4A Hitbox.png
  • Jump cancellable
4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
400×6 All 9 2,{(4)2}×5 21 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 1 +0 +1
BBTag Chie 4AA.png
BBTAG Chie 4AA1 Hitbox.pngBBTAG Chie 4AA2 Hitbox.pngBBTAG Chie 4AA3 Hitbox.png

Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA.

4AAA


4AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2 All 6 3,3 15 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Chie 4AAA.png
BBTAG Chie 4AAA1 Hitbox.pngBBTAG Chie 4AAA2 Hitbox.png
  • Jump cancellable on second hit only
4AAAA


4AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2040 All 13 12 Total: 48 -5 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 35 Launch 50 12 +0 +5
BBTag Chie 4AAAA.png
BBTAG Chie 5AAAA Hitbox.png
  • It's safe on block

Woops, you must have mashed A too hard and got this move instead of doing literally anything else. Seriously though, this move is just a formality, don't use it on hit or on block, you have much better options

5A
5A
BBTag Chie 5A.png
BBTag Chie 5AA.png
BBTag Chie 5AAA.png
BBTag Chie 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 6 4 18 -5 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Chie 5A.png
Trust me, this move is just as scary as it was in P4AU
BBTAG Chie 5A Hitbox.png
  • Jump cancellable.
5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950×2 All 7 3(3)6 11 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 20 20 24 32 12, 3 +0 +1
BBTag Chie 5AA.png
Thought I'd drop the combo?
BBTAG Chie 5AA1 Hitbox.pngBBTAG Chie 5AA2 Hitbox.png
  • The Second hit vacuums, pulling the opponent closer
  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
750×3 All 10 2(12)3(1)3 19 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 9 +0 +5
BBTag Chie 5AAA.pngBBTag Chie 5AAA 2.png
BBTAG Chie 5AAA1 Hitbox.pngBBTAG Chie 5AAA2 hitbox.pngBBTAG Chie 5AAA3 Hitbox.png
  • The move won't true blockstring with 5AA
5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2040 All 13 12 Total: 48 -5 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 35 Launch 50 12 +0 +5
BBTag Chie 5AAAA.png
BBTAG Chie 5AAAA Hitbox.png

Same ender as 4AAAA, though the other hits are different.

5B
5B
BBTag Chie 5B.png
BBTag Chie 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 10 3 30 -14 [-2] B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 20 27 35 12 +0 +5
BBTag Chie 5B.png
BBTAG Chie 5B Hitbox.png
  • Go to poke
  • Dash Cancelable

Chie's longest reaching ground poke. Like most ground pokes, it loses to jumping so be careful. Aim to use this when your opponent is playing more grounded or is landing from a jump. Tomoe can be hit out of the startup of the move so try not to use it specifically to outspace another opponent. Aim to stop a poke or an opponent from jumping, retreating or trying to throw something out instead.

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×2 All 19 3(7)2 Total: 48 -1 [-2] B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 30 24, Launch 45 1/+8, 8 +8, +0 +13, +5
BBTag Chie 5BB.png
BBTAG Chie 5BB1 Hitbox.pngBBTAG Chie 5BB2 Hitbox.png
  • Good for combos
  • Isn't a true blockstring
  • Total of 2944 Damage.

5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands.

5C
5C
BBTag Chie 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Chie 5C.png
BBTAG Chie 5C Hitbox.png

Standard overhead. It's fast but punishable on block.

2A
2A
BBTag Chie 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 6 2 12 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Chie 2A.png
https://www.youtube.com/watch?v=sH1KzyFWZfk
BBTAG Chie 2A Hitbox.png
  • Can low profile some standing pokes
  • Can be chained into 4A and 5A up to 2 times
  • Can chain into itself

Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!

2B
2B
BBTag Chie 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 2 30 -15 B 8~11 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Chie 2B.png
"I heard you wanted to jump in. Hah!"
BBTAG Chie 2B Hitbox.png


  • Good Anti-Air
  • Moves Chie forward

Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free

2C
2C
BBTag Chie 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 9 3 20 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 24 Launch 39 12 +0 +5
BBTag Chie 2C.png
BBTAG Chie 2C Hitbox.png
  • Jump cancelable

That's right boys, we can jump cancel our 2C on hit AND on block! You better cherish this because it's one of the few privileges that Chie gets to enjoy; it's all downhill from here.

j.A
j.A
BBTag Chie jA.png
BBTag Chie jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 8 3 13 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Chie jA.png
BBTAG Chie JA Hitbox.png
  • Good air to air normal

Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things.

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 7 5 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 19 22 33 11 +0 +2
BBTag Chie jAA.png
BBTAG Chie JAA Hitbox.png

Mostly used in combos and pressure to confirm the opponent got hit or is blocking.

j.B
j.B
BBTag Chie jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 13 6 9 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 19 22 34 11 +0 +2
BBTag Chie jB.png
BBTAG Chie JB Hitbox.png
  • Good for jump ins and whiff punishing
  • Good defensive normal
  • On Air Counter Hit, it has a large amount of untech time.
  • Reverse beats into j.A
  • Can be used as an instant overhead on Tager and Hakumen.

Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them.

It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it.

j.C
j.C
BBTag Chie jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
300×6, 1500 All 26 2×6,(13)3 Total: 28 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70, 70 3 16 17 25 22 39 0×6, 0/+12 +0×6, +12 +2×6, +14
Final hit is considered separate hit with P2:70%
BBTag Chie jC.png
BBTAG Chie JC1 Hitbox.pngBBTAG Chie JC2 Hitbox.png


  • A good option for ending air combos
  • Gives hard knockdown

Mostly used to end air combos. If you're in the corner, you'll want to neutral jump or jump back a bit before doing the part of the air combo that ends with it to avoid allowing the opponent to forward tech out of the corner.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Chie GroundThrow.png
C'mere
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 1, 4 - Launch 31 + Down 58, 35 + Down 58 - - - - 0×2, 6 +0
Minimum Damage 2000
BBTag Chie GroundThrow.png
BBTAG Chie Throw Hitbox.png


  • Can convert it into a combo by linking 2A > 5b
High Counter
High Counter
5A+D (Air OK)
BBTag Chie HighCounter.png
BBTag Chie HighCounter2.png
Template:AttackDataHeader-BBTag
Ground Catch


AD
Hyper Counter
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 45 - - 1~25 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Chie HighCounter.png
COUNTAH
BBTAG Chie RA1 Hitbox.png
Ground Attack


AD Attack
Hyper Counter (Attack)
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 Until L+8L - B 1~38 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 2, 4×4 13, 18×4 Launch 14, 19×3, 50 Launch 26, 34×3, 65 4, 8×4 +0 +1, +5×4
Minimum Damage 47×5 (235)
BBTag Chie HighCounter2.png
The move everyone expects but still gets hit by it.
BBTAG Chie RA2 Hitbox.pngBBTAG Chie RA3 Hitbox.pngBBTAG Chie RA4 Hitbox.png
Air


j.AD
Air Hyper Counter
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×4 All 6 2(6)2(6)2(6)2 Until L+8L - H 1~7 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 25 Launch 40 8 +0 +5
Minimum Damage 55×4 (220)
BBTag Chie HighCounter2.png
BBTAG Chie RA3 Hitbox.pngBBTAG Chie RA4 Hitbox.png
  • Air version will always have the followup attack come out
  • Not air unblockable.
  • 11f total startup with jump included
  • Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.



Skills

Rampage
Rampage
236A (Air OK)
BBTag Chie Rampage.png
BBTag Chie SkullCracker.png
BBTag Chie DragonKick.png
Template:AttackDataHeader-BBTag
Ground
236A


236A
Rampage
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×3 All 11 5(3)3(6)6 17 -6 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 4 +0 +2
Minimum Damage 40×3 (120)
BBTag Chie Rampage.png
BBTAG Chie 236A1 Hitbox.pngBBTAG Chie 236A2 Hitbox.pngBBTAG Chie 236A3 Hitbox.png
Air
j.236A


j.236A
Air Rampage
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
550×N All 6 2{(6)3}×N 17 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 30 22 44 4 +0 +2
Minimum Damage 27×N
BBTag Chie Rampage.png
BBTAG Chie 236A1 Hitbox.pngBBTAG Chie 236A2 Hitbox.pngBBTAG Chie 236A3 Hitbox.png
  • Only the first move can be performed in the air.
Skull Cracker
236A > A/B/C


236A > X
Skullcracker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 High, All 6 2(9)3 20 -4 B, F - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 19 + Down 33, 36 24, Launch 34 + Down 33, 51 12 -4, +0 +1, +5
Minimum Damage 60×2 (120)
BBTag Chie SkullCracker.png
Hope you weren't blocking low
BBTAG Chie 236AA1 Hitbox.pngBBTAG Chie 236AA2 Hitbox.png

Overhead, automatic second hit followup

Dragon Kick
236A > A/B/C > A/B/C


236A > X > X
Dragon Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3000 All 18 12 27+15L -33 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 Launch 76 9 +0 +8
Minimum Damage 150
BBTag Chie DragonKick.png
BBTAG Chie 236B Hitbox.png
  • Not air unblockable anymore
  • Total of 4058 Damage.
Dragon Kick
Dragon Kick
236B (Air OK)
BBTag Chie DragonKick.png
Template:AttackDataHeader-BBTag
Ground


236B
Dragon Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3000 All 18 12 27+15L -33 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 Launch 76 9 +0 +8
Minimum Damage 150
BBTag Chie DragonKick.png
BBTAG Chie 236B Hitbox.png
Air


j.236B
Air Dragon Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3000 All 14 12 Until L+15L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 Launch 76 9 +0 +8
Minimum Damage 150
BBTag Chie DragonKick.png
BBTAG Chie 236B Hitbox.png
  • This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
  • Shoots you at a 45 degree angle in the air
  • Under certain circumstances Chie can combo off this move without an assist
  • Always gives a hard knockdown
  • Does a decent amount of damage

This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)

Herculean Strike
Herculean Strike
214A/B
BBTag Chie HerculeanStrike.png
Template:AttackDataHeader-BBTag
A


214A
A Herculean Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All 11 6 23 -8 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 19 Launch 31 Launch 45 11 +0 +2
Minimum Damage 90
BBTag Chie HerculeanStrike.png
BBTAG Chie 214A Hitbox.png
  • Good ground combo ender
B


214B
B Herculean Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 25 10 18 -4 B 1~20 T - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 23 Launch 45 + WBounce 30 Launch 61 + WBounce 30 + WStick 20 13 +0 +8
Minimum Damage 110
BBTag Chie HerculeanStrike.png
BBTAG Chie 214A Hitbox.png
  • Blows back and gives a small wall bounce, wall splats in the corner
  • Can be canceled into Dragon Kick
  • The B version travels 90% of the screen and can be used as a long range whiff punish in some situations.
  • On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B


Extra Skills

EX Dragon Kick
EX Dragon Kick
236C (Air OK)
BBTag Chie DragonKick.png
EX Flying Lesbian
Template:AttackDataHeader-BBTag
Ground


236C
EX Dragon Kick
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4500 All 30 12 12 -3 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 80 Launch 96 13 +0 +8
Minimum Damage 450
BBTag Chie DragonKick.png
BBTAG Chie 236C Hitbox.png
Air


j.236C
Air EX Dragon Kick
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4500 All 13 12 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 80 Launch 96 13 +0 +8
Minimum Damage 450
BBTag Chie DragonKick.png
BBTAG Chie 236C Hitbox.png
  • Has potential uses in some combos.
  • Chie does a short run during the grounded version of this move, making the startup time longer.
  • The air version has less startup than the grounded version
  • Goes a further distance than standard Dragon Kick
  • Does a lotta of damage

Pretty much same deal as the standard Dragon Kick but does more damage and travels a further distance. Though the longer startup on the grounded version of the move makes it a bit harder to use in combos reliably. Just to stress the point again that this move does a LOT of damage, but put away the flex tape because it's a rarity that this move will ever land in an actual match.

EX Herculean Strike
EX Herculean Strike
214C
BBTag Chie HerculeanStrike.png
Template:AttackDataHeader-BBTag
214C
EX Herculean Strike
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 25 10,1 18 +7 B 1~20 T - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 25 Launch 45 + WBounce 40 Launch 61 + WBounce 40 + WStick 35 13 +0 +0
Minimum Damage 250
BBTag Chie HerculeanStrike.png
BBTAG Chie 214C Hitbox.png


  • Wall bounces midscreen, Wall splats in the corner
  • Plus on block
  • Can be canceled into Dragon Kick


Partner Skills

5P
5P
Herculean Strike
BBTag Chie HerculeanStrike.png
BBTag Chie 5AAAA.png
Template:AttackDataHeader-BBTag
5P
Herculean Strike > Black Spot
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 1700 All (18)+13 7 [(20)12] 25 [13] -12 B, P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 90 3, 4 19, 18 Launch 31, 35 Launch 45, 50 11, 12 +0 +2, +5
Only does 2nd hit (values in []) on hit
Minimum Damage 75, 85 (160)
BBTag Chie HerculeanStrike.pngBBTag Chie 5AAAA.png
BBTAG Chie 5P1 Hitbox.pngBBTAG Chie 5P2 Hitbox.png


  • Followup Black Spot wall bounces
  • Followup Black Spot Hit only comes out on hit

As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from.

6P
6P
Dragon Kick
BBTag Chie DragonKick.png
Template:AttackDataHeader-BBTag
6P
Dragon Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All (18)+23 12 26+14L -31 H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 + WBounce 50 Launch 76 + WBounce 50 13 +0 +8
Minimum Damage 125
BBTag Chie DragonKick.png
BBTAG Chie 6P Hitbox.png


  • Wall bounces, allowing you to pick it up with a combo
  • Great to use for active switch crossups

This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit.

4P
4P
P4A 2D
BBTag Chie 5DD.png
Template:AttackDataHeader-BBTag
4P
P4A 2D
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B×3 - - 70×2, 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18×3 19×2, Launch 19×2, 60 24×2, Launch 34×2, 75 0/+1×2, 0/+8 +1×2, +8 +6×2, +13
Minimum Damage 50×2, 85 (185)
BBTag Chie 4P.png
BBTAG Chie 4P1 Hitbox.pngBBTAG Chie 4P2 Hitbox.pngBBTAG Chie 4P3 Hitbox.png


  • Solid assist for close range pressure resets.


Distortion Skills

God's Hand
God's Hand
236B+C
BBTag Chie GodsHand.png
The original Navy Pressure
Template:AttackDataHeader-BBTag
236BC
God's Hand
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 21 + Down 53 Launch 37 + Down 53 0/+13 +13 +13
Values in [] are for Enhanced version
Minimum Damage: 1920 [1122, 1100 (2222)]
[If first attack is blocked, second hit has base damage 5100]
BBTag Chie GodsHand.png
The original Navy Pressure
BBTAG Chie 236BC Hitbox.png


  • Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out

No longer an overhead.

Power Charge
Power Charge
214B+C
BBTag Chie PowerCharge.png
Congratulations, you're dead
Template:AttackDataHeader-BBTag
214BC
Power Charge
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 1+(43 Flash)+10
{1+(43 Flash)+56}
- - 1~1 All
[1~1 All
2~End P]
- -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
Values in [] are for Enhanced version
Values in {} are when you hold the buttons
Increases Power Charge Level by 1 {2} [{3}]
Base power of all attacks increases when Power Charge is active. Lv1: +100% Lv2: +200% Lv3: +300%
BBTag Chie PowerCharge.png
Congratulations, you're dead


  • Pressing B+C will result in A Power Charge: one level and short recovery.
  • Holding B+C will result in B Power Charge: two levels and long recovery.
  • Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.

Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important!

Agneyastra
Agneyastra
j.236B+C or j.214B+C
BBTag Chie Agneyastra.png
Template:AttackDataHeader-BBTag
j.236BC
Agneyastra
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
740×10 [960×10] All 11+(41 Flash)+0 P(3){P(5)}×8,P Total: 22 - P2 1~10 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×10 5 20 30 42 36 58 0 +0 +8
Values in [] are for Enhanced version
Each P in active frames represents a projectile spawned
Attacks appear at the top of the screen
Minimum Damage: 111×N [144×N]
BBTag Chie Agneyastra.png
Hippity hop you'd better block
BBTAG Chie J214BC Hitbox.png


  • j.214B+C results in C Agneyastra: Meteors go half screen
  • j.236B+c results in D Agneyastra: Meteors go full screen
  • Maximum number of hits is 8.

A lot of characters are able to punish this move with an on reaction super, so be careful how you use it.


Distortion Skill Duo

God's Hand
P during Main Character's Distortion Skill
BBTag Chie GodsHand.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
God's Hand
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 - - - - 0/+13 - -
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Chie GodsHand.png
BBTAG Chie DSD Hitbox.png


  • 2 fists come raining down instead of just one

Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists!


Astral Heat

Galactic Punt
222B+C
BBTag Chie GalacticPunt.png
Trial of the Dragon
BBTag Chie GalacticPunt2.png
"Be water, my friend."
Template:AttackDataHeader-BBTag
222BC
Galactic Punt
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+7 - -
BBTag Chie GalacticPunt.pngBBTag Chie GalacticPunt2.png
Trial of the Dragon • "Be water, my friend."
BBTAG Chie 222BC Hitbox.png


  • Doesn't directly combo from grab.
  • Can combo into it after 5bb or Skull Cracker

This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.


Roadmap

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Navigation

To edit frame data, edit values in BBTag/Chie Satonaka/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.