(→4A) |
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{| | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Chie Satonaka}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
< | |||
{{ | |||
< | |||
{{Bio | {{Bio | ||
| name = Chie Satonaka | | name = Chie Satonaka | ||
| game = BBTag | | game = BBTag | ||
| quote = Have a taste of our combination attack! | | quote = Have a taste of our combination attack! | ||
| lore = | | lore = | ||
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. | 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. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
Line 44: | Line 25: | ||
*Stubby normals. | *Stubby normals. | ||
}} | }} | ||
}} | |||
{{Closediv}}<!--END TOP SECTION--> | |||
{{#lst: | {{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | ||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=BBTag | |||
| fullname=Chie Satonaka | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
{{FP Box | |||
| header=Power Charge | |||
| content= | |||
Chie's [[#Power Charge|Power Charge]] gives all of her attacks a signifitcant damage increase, capable of doing enough damage every character during Cross Combo. | |||
}} | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>4A</big>=== | |||
====== < | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_4A.png | | |||
BBTag_Chie_4AA.png | | |||
BBTag_Chie_4AAA.png | | |||
| | BBTag_Chie_4AAAA.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=4A}} | {{AttackVersion|name=4A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4A}} | ||
|- | |||
{{AttackVersion|name=4AA}} | {{AttackVersion|name=4AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4AA}} | ||
{{ | |- | ||
{{AttackVersion|name=4AAA}} | {{AttackVersion|name=4AAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4AAA}} | ||
|- | |||
{{AttackVersion|name=4AAAA}} | {{AttackVersion|name=4AAAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4AAAA}} | ||
|} | |||
==== ==== | |||
* 5A is jump cancellable | |||
* 5F start up that hits crouching | |||
---- | |||
* Jump cancellable | |||
5AA hits six times and can be cancelled at anytime on block or hit. If 4AA whiffs you will be stuck until the animation finishes and very punishable. | |||
---- | |||
* 5AAA is jump cancellable on second hit only | |||
---- | |||
* It's safe on block | |||
* Can cancel into Cross-Raid | * Can cancel into Cross-Raid | ||
Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. While her 4A is good, the follow ups are overshadowed by her 5A follow ups. 4A auto combo has a niche use as being a very fast way to activate Cross-Raid. | Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. While her 4A is good, the follow ups are overshadowed by her 5A follow ups. 4A auto combo has a niche use as being a very fast way to activate Cross-Raid. | ||
</div> | |||
</div> | |||
< | |||
====== < | ===<big>5A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_5A.png | | |||
BBTag_Chie_5AA.png | | |||
| | BBTag_Chie_5AAA.png | | ||
BBTag_Chie_5AAAA.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5A}} | ||
|- | |||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{ | |- | ||
{{ | {{AttackVersion|name=5AAA}} | ||
{{#lst:{{PAGENAME}}/Data|5AAA}} | |||
|- | |||
{{AttackVersion|name=5AAAA}} | |||
{{#lst:{{PAGENAME}}/Data|5AAAA}} | |||
|} | |||
==== ==== | |||
* 5A is jump cancellable. | |||
---- | |||
* The Second hit of 5AA vacuums, pulling the opponent closer | |||
* Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. | * Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. | ||
This move is a great place to set up j.C mix ups or reset pressure. As it frame traps into 5AAA, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset. | This move is a great place to set up j.C mix ups or reset pressure. As it frame traps into 5AAA, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset. | ||
---- | |||
* 5AAA won't true blockstring with 5AA | |||
---- | |||
* 5AAAA can cancel into Cross-Raid | |||
Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. Same ender as 4AAAA, though the other hits are different. | Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. Same ender as 4AAAA, though the other hits are different. | ||
</div> | |||
</div> | |||
< | |||
====== < | ===<big>5B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBTag_Chie_5B.png | | ||
BBTag_Chie_5BB.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{ | |- | ||
{{ | {{AttackVersion|name=5BB}} | ||
* Dash Cancelable | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
|} | |||
==== ==== | |||
* Dash Cancelable, Dash Cancel frame data within brackets [] | |||
Chie's longest reaching ground poke. | 5B is Chie's longest reaching ground poke. It's fast and has good reach both horizontally and vertically, being able to stuff opponents trying to approach on the ground and with instant air dashes. Though it can be risky to throw out because of the very long recovery her 5B has. Tomoe can be hit during startup so there is a risk of having your persona broken when challenging your opponents moves in neutral. Aim to stop an opponent from poking, jumping or retreating. | ||
---- | |||
* Dash Cancelable, Dash Cancel frame data within brackets [] | |||
* Good for combos | |||
* Isn't a true blockstring | * Isn't a true blockstring | ||
* Total of 2944 Damage. | * 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. | 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. | ||
</div> | |||
</div> | |||
< | |||
====== < | ===<big>5C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_5C.png | "Years of training" | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|5C}} | |||
< | |} | ||
====== < | ==== ==== | ||
Standard overhead. It's fast but punishable on block. | |||
</div> | |||
</div> | |||
|data | |||
===<big>2A</big>=== | |||
<div class="attack-container"> | |||
{{#lst: | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_2A.png | https://www.youtube.com/watch?v=sH1KzyFWZfk | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|2A}} | |||
|} | |||
==== ==== | |||
* Can low profile some standing pokes | |||
* Can be chained into 4A and 5A up to 2 times | * Can be chained into 4A and 5A up to 2 times | ||
* Can chain into itself | * 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! | 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! | ||
</div> | |||
</div> | |||
< | |||
====== < | ===<big>2B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_2B.png | | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|2B}} | |||
|} | |||
==== ==== | |||
* Good Anti-Air | |||
* Moves Chie forward | * Moves Chie forward | ||
* Can be jump canceled, even on block! | * Can be jump canceled, even on block! | ||
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 | 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 | ||
</div> | |||
</div> | |||
< | |||
====== < | ===<big>2C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_2C.png | | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|2C}} | |||
|} | |||
==== ==== | |||
* Jump cancelable | |||
That's right boys, we can jump cancel our 2C on hit AND on block! | |||
</div> | |||
</div> | |||
===<big>j.A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
< | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_jA.png | | |||
BBTag_Chie_jAA.png |I learned this from a kung fu movie! | |||
</gallery> | |||
</div> | |||
| | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{ | |- | ||
{{ | {{AttackVersion|name=j.AA}} | ||
{{#lst:{{PAGENAME}}/Data|j.AA}} | |||
|} | |||
==== ==== | |||
* 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. | 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 is mostly used in combos and pressure to confirm the opponent got hit or is blocking. | |||
</div> | |||
</div> | |||
===<big>j.B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
< | <gallery widths="210px" heights="210px" mode="nolines"> | ||
====== < | BBTag_Chie_jB.png | | ||
</gallery> | |||
</div> | |||
| | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
|} | |||
==== ==== | |||
* Good for jump ins and whiff punishing | |||
* Good defensive normal | * Good defensive normal | ||
* On Air Counter Hit, it has a large amount of untech time. | * On Air Counter Hit, it has a large amount of untech time. | ||
Line 262: | Line 296: | ||
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. | 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. | ||
</div> | |||
</div> | |||
< | |||
===<big>j.C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_jC.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.C}} | |||
|} | |||
==== ==== | |||
This move got reworked during patch 1.5. Now instead of a combo tool, it's a pressure tool that sets up a gapless high/low mix up and can also be used in neutral to great effect. The move has long start up but you recover before the active frames end! An example block string to set up this mix up point would be 5AA > jump cancel > j.C. If the opponent did not anti air your jump cancel they will be blocking j.C while you're falling to the ground, this gives you the option to either fall down and hit them low with 2A or air dash towards them right before landing and hit them high with j.A. As the move is active after you recover, it's possible to use it in neutral as a sort of wall. Beware though, as Tomoe can still get persona broken and so it is possible for your opponent to force their way through your Tomoe barrier. | |||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
====== <span | ===<big>Ground Throw</big>=== | ||
<span class="input-badge">'''5B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_GroundThrow.png | C'mere | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|BC}} | |||
< | |} | ||
====== <span | ==== ==== | ||
* Can convert it into a combo by linking 2A > 5b | |||
</div> | |||
</div> | |||
| | ===<big>High Counter</big>=== | ||
<span class="input-badge">'''5A+D (Air OK)'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_HighCounter.png | COUNTAH | |||
BBTag_Chie_HighCounter2.png |The move everyone expects but still gets hit by it. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=Ground Catch}} | {{AttackVersion|name=Ground Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD}} | ||
|- | |||
{{AttackVersion|name=Ground Attack}} | {{AttackVersion|name=Ground Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD Attack}} | ||
|- | |||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AD}} | ||
|} | |||
==== ==== | |||
* Air version will always have the followup attack come out | |||
* Not air unblockable. | * Not air unblockable. | ||
* 11f total startup with jump included | * 11f total startup with jump included | ||
* Sometimes | * Sometimes opponents will fall out of this DP when it hits and may even be able to punish Chie for it. In rare cases it's even possible for the DP activation to completely miss the opponent. | ||
</div> | |||
</div> | |||
Line 327: | Line 373: | ||
==Skills== | ==Skills== | ||
===<big>Rampage</big>=== | |||
====== <span | <span class="input-badge">'''236A (Air OK)'''</span> | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_Rampage.png | | |||
BBTag_Chie_SkullCracker.png | | |||
| | BBTag_Chie_DragonKick.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=Ground|subtitle=236A}} | {{AttackVersion|name=Ground|subtitle=236A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236A}} | ||
|- | |||
{{AttackVersion|name=Air|subtitle=j.236A}} | {{AttackVersion|name=Air|subtitle=j.236A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236A}} | ||
|- | |||
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}} | {{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236A X}} | ||
{{ | |- | ||
{{ | {{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}} | ||
{{#lst:{{PAGENAME}}/Data|236B}} | |||
|} | |||
==== ==== | |||
* You can influence the distance traveled by holding backwards or forwards during the start up of the Rampage | |||
---- | |||
The followup is an overhead | |||
---- | |||
</div> | |||
</div> | |||
===<big>Dragon Kick</big>=== | |||
<span class="input-badge">'''236B (Air OK)'''</span> | |||
< | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_DragonKick.png | | |||
</gallery> | |||
| | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236B}} | ||
|- | |||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236B}} | ||
|} | |||
==== ==== | |||
* 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 | * Shoots you at a 45 degree angle in the air | ||
* Under certain circumstances Chie can combo off this move without an assist | * Under certain circumstances Chie can combo off this move without an assist | ||
* Does a decent amount of damage | * 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) | 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) | ||
</div> | |||
</div> | |||
< | |||
====== <span | ===<big>Herculean Strike</big>=== | ||
<span class="input-badge">'''214A/B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|data | BBTag_Chie_HerculeanStrike.png | "Burn Knuckle!" | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214A}} | ||
|- | |||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214B}} | ||
|} | |||
==== ==== | |||
* Good ground combo ender | |||
---- | |||
* B version blows back and gives a small wall bounce, wall splats in the corner | |||
* Can be canceled into Dragon Kick | * 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. | * 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 | * On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B | ||
* Can be plus on block if spaced correctly | |||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
====== <span | ===<big>EX Dragon Kick</big>=== | ||
<span class="input-badge">'''236C (Air OK)'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_DragonKick.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
|- | |||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236C}} | ||
|- | |||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236C}} | ||
|} | |||
==== ==== | |||
* Chie does a short run | * Chie does a short run first, making the startup time considerably longer | ||
* Goes further than standard Dragon Kick | |||
* Goes | * Chie recovers in the air | ||
* | * Possible to combo into from grounded 5B CH (character specific) | ||
The longer startup makes it harder to connect in combos than standard Dragon Kick, but as it recovers in the air it's much easier to convert from. It's even possible to combo straight into EX Dragon Kick for massive damage. As Chie recovers in the air, this move is also a lot less risky to throw out in neutral than standard Dragon Kick. | |||
---- | |||
* Goes further than standard Dragon Kick | |||
< | * Chie recovers in the air | ||
====== <span | * Limited to one use per jump | ||
The air version is identical to the ground version, except that there's no extra run animation making it a lot faster. You can also only use it once per jump but it's possible to use standard Dragon Kick right after using EX Dragon Kick. | |||
| | Both versions of EX Dragon Kick are useful for combos and can do ludicrous amounts of damage when used with power charge. | ||
</div> | |||
</div> | |||
{{#lst: | ===<big>EX Herculean Strike</big>=== | ||
<span class="input-badge">'''214C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_HerculeanStrike.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|214C}} | |||
|} | |||
==== ==== | |||
* Wall bounces midscreen, Wall splats in the corner | |||
* Plus on block | * Plus on block | ||
* Can be canceled into Dragon Kick | * Can be canceled into Dragon Kick | ||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
===<big>5P</big>=== | |||
====== <span | <span class="input-badge">'''Herculean Strike'''</span> | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_HerculeanStrike.png | | |||
| | BBTag_Chie_5AAAA.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{{#lst: | {| class="wikitable attack-data" | ||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|5P}} | |||
|} | |||
==== ==== | |||
* Followup Black Spot Hit only comes out on hit | * 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. | 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. | ||
</div> | |||
</div> | |||
< | |||
====== <span | ===<big>6P </big>=== | ||
<span class="input-badge">'''Dragon Kick'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_DragonKick.png | | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|6P }} | |||
|} | |||
==== ==== | |||
* Wall bounces, allowing you to pick it up with a combo | |||
* Great to use for active switch crossups | * 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. | 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. | ||
</div> | |||
</div> | |||
< | |||
===<big>4P </big>=== | |||
}} | <span class="input-badge">'''P4A 2D'''</span> | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_5DD.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|4P }} | |||
|} | |||
==== ==== | |||
Very strong pressure assist. As this assist attacks with Chie's persona, all the hits will connect even if your opponents try to pushblock it. | |||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>God's Hand</big>=== | |||
<span class="input-badge">'''236B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_GodsHand.png |The original Navy Pressure | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|236BC}} | |||
|} | |||
==== ==== | |||
* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out | |||
No longer an overhead. | |||
</div> | |||
</div> | |||
===<big>Power Charge</big>=== | |||
<span class="input-badge">'''214B+C'''</span> | |||
< | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBTag_Chie_PowerCharge.png | Congratulations, you're dead | |||
</gallery> | |||
| | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
{{#lst: | |- | ||
{{#lst:{{PAGENAME}}/Data|214BC}} | |||
|} | |||
==== ==== | |||
* 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 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. | * Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery. | ||
* SB Power Charge also has full invulnerability. | |||
Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! | Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! | ||
</div> | |||
</div> | |||
< | |||
====== <span | ===<big>Agneyastra</big>=== | ||
<span class="input-badge">'''j.236B+C</small></span> <span class="input-badge"><small>j.214B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_Agneyastra.png | Hippity hop you'd better block | |||
</gallery> | |||
</div> | |||
{{#lst: | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.236BC}} | |||
|} | |||
==== ==== | |||
* j.214B+C results in C Agneyastra: Meteors go half screen | |||
* j.236B+c results in D Agneyastra: Meteors go full screen | * j.236B+c results in D Agneyastra: Meteors go full screen | ||
* Maximum number of hits is 8. | * Maximum number of hits is 8. | ||
Line 564: | Line 661: | ||
As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it. | As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it. | ||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>God's Hand</big>=== | |||
<span class="input-badge">'''P during Partner's Distortion Skill '''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_GodsHand.png | | |||
</gallery> | |||
{{#lst: | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | |||
|} | |||
==== ==== | |||
* 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! | 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! | ||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Galactic Punt</big>=== | |||
<span class="input-badge">'''222B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Chie_GalacticPunt.png |Trial of the Dragon | |||
BBTag_Chie_GalacticPunt2.png |"Be water, my friend." | |||
</gallery> | |||
{{#lst: | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBTag}} | |||
|- | |||
{{#lst:{{PAGENAME}}/Data|222BC}} | |||
|} | |||
==== ==== | |||
* Doesn't directly combo from grab. | |||
* Can combo into it after 5bb or Skull Cracker | * Can combo into it after 5bb or Skull Cracker | ||
* Fullscreen tracking | |||
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options. | This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options. | ||
</div> | |||
</div> | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==External References== | |||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
Revision as of 03:03, 14 November 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
"Have a taste of our combination attack!" | |
Lore: | 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. |
Chie Satonaka Chie is a close range and high damage character that is able to keep her offensive pressure going through a good use of pressure resets, jump cancels and setting up mix up opportunities with j.C. She has the highest damage ceiling in the game by utilizing her power charge super. Chie might be lacking in neutral compared to her peers but she has more than enough tools to compete, especially with the help of assists.
- Great damage potential without meter.
- Highest damage potential in the game with meter.
- Good corner game.
- Strong close range pressure.
- Getting in range to actually execute on that pressure and damage potential can be hard.
- Very reliant on assists and meter to use her full potential.
- Stubby normals.
Normal Moves
4A
4A |
---|
4AA |
4AAA |
4AAAA |
- 5A is jump cancellable
- 5F start up that hits crouching
- Jump cancellable
5AA hits six times and can be cancelled at anytime on block or hit. If 4AA whiffs you will be stuck until the animation finishes and very punishable.
- 5AAA is jump cancellable on second hit only
- It's safe on block
- Can cancel into Cross-Raid
Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. While her 4A is good, the follow ups are overshadowed by her 5A follow ups. 4A auto combo has a niche use as being a very fast way to activate Cross-Raid.
5A
5A |
---|
5AA |
5AAA |
5AAAA |
- 5A is jump cancellable.
- The Second hit of 5AA vacuums, pulling the opponent closer
- Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.
This move is a great place to set up j.C mix ups or reset pressure. As it frame traps into 5AAA, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset.
- 5AAA won't true blockstring with 5AA
- 5AAAA can cancel into Cross-Raid
Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. Same ender as 4AAAA, though the other hits are different.
5B
5B |
---|
5BB |
- Dash Cancelable, Dash Cancel frame data within brackets []
5B is Chie's longest reaching ground poke. It's fast and has good reach both horizontally and vertically, being able to stuff opponents trying to approach on the ground and with instant air dashes. Though it can be risky to throw out because of the very long recovery her 5B has. Tomoe can be hit during startup so there is a risk of having your persona broken when challenging your opponents moves in neutral. Aim to stop an opponent from poking, jumping or retreating.
- Dash Cancelable, Dash Cancel frame data within brackets []
- 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
2A
- 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
- Good Anti-Air
- Moves Chie forward
- Can be jump canceled, even on block!
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
- Jump cancelable
That's right boys, we can jump cancel our 2C on hit AND on block!
j.A
j.A |
---|
j.AA |
- 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 is mostly used in combos and pressure to confirm the opponent got hit or is blocking.
j.B
- 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
This move got reworked during patch 1.5. Now instead of a combo tool, it's a pressure tool that sets up a gapless high/low mix up and can also be used in neutral to great effect. The move has long start up but you recover before the active frames end! An example block string to set up this mix up point would be 5AA > jump cancel > j.C. If the opponent did not anti air your jump cancel they will be blocking j.C while you're falling to the ground, this gives you the option to either fall down and hit them low with 2A or air dash towards them right before landing and hit them high with j.A. As the move is active after you recover, it's possible to use it in neutral as a sort of wall. Beware though, as Tomoe can still get persona broken and so it is possible for your opponent to force their way through your Tomoe barrier.
Universal Mechanics
Ground Throw
5B+C
High Counter
5A+D (Air OK)
Ground Catch |
---|
Ground Attack |
Air |
- Air version will always have the followup attack come out
- Not air unblockable.
- 11f total startup with jump included
- Sometimes opponents will fall out of this DP when it hits and may even be able to punish Chie for it. In rare cases it's even possible for the DP activation to completely miss the opponent.
Skills
Rampage
236A (Air OK)
Ground 236A |
---|
Air j.236A |
Skull Cracker 236A > A/B/C |
Dragon Kick 236A > A/B/C > A/B/C |
- You can influence the distance traveled by holding backwards or forwards during the start up of the Rampage
The followup is an overhead
Dragon Kick
236B (Air OK)
Ground |
---|
Air |
- 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
- 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
214A/B
A |
---|
B |
- Good ground combo ender
- B version 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
- Can be plus on block if spaced correctly
Extra Skills
EX Dragon Kick
236C (Air OK)
Ground |
---|
Air |
- Chie does a short run first, making the startup time considerably longer
- Goes further than standard Dragon Kick
- Chie recovers in the air
- Possible to combo into from grounded 5B CH (character specific)
The longer startup makes it harder to connect in combos than standard Dragon Kick, but as it recovers in the air it's much easier to convert from. It's even possible to combo straight into EX Dragon Kick for massive damage. As Chie recovers in the air, this move is also a lot less risky to throw out in neutral than standard Dragon Kick.
- Goes further than standard Dragon Kick
- Chie recovers in the air
- Limited to one use per jump
The air version is identical to the ground version, except that there's no extra run animation making it a lot faster. You can also only use it once per jump but it's possible to use standard Dragon Kick right after using EX Dragon Kick.
Both versions of EX Dragon Kick are useful for combos and can do ludicrous amounts of damage when used with power charge.
EX Herculean Strike
214C
- Wall bounces midscreen, Wall splats in the corner
- Plus on block
- Can be canceled into Dragon Kick
Partner Skills
5P
Herculean Strike
- 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
Dragon Kick
- 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
P4A 2D
Very strong pressure assist. As this assist attacks with Chie's persona, all the hits will connect even if your opponents try to pushblock it.
Distortion Skills
God's Hand
236B+C
- Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out
No longer an overhead.
Power Charge
214B+C
- 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.
- SB Power Charge also has full invulnerability.
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
j.236B+C j.214B+C
- 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.
Nice for corner pressure
As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it.
Distortion Skill Duo
God's Hand
P during Partner's Distortion Skill
- 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
- Doesn't directly combo from grab.
- Can combo into it after 5bb or Skull Cracker
- Fullscreen tracking
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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