BBTag/Chie Satonaka: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{BBTag_Construction_Card}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{BBTag/CharacterLinks}}
|overview= Chie is an up-close-and-personal heavy-hitting rushdown with good speed and a plethora of multihitting normals that allow for easy active switch shenanigans. Her pressure and mixup are great, with access to powerful resets, baits, punishes, and unorthodox cancels which allow for her to easily open up opponents. She has one of the highest damage outputs in the game via Power Charge, and can very easily down an opponent with just one combo due to it. However, she struggles with the neutral game, having short and stubby normals alongside highly telegraphed distance closers which can make it a struggle for her to get in without the help of an assist or incredible timing. <br/>Nonetheless, Chie is a short, spunky powerhouse who provides a unique playstyle full of personality and is never a bad choice for newcomers and veterans alike.
<div id="home-content" class="home-grid">
|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.
{{card|width=4
|voice_actor=
|header=Overview
|quote= Have a taste of our combination attack!
|content=Chie is an up-close-and-personal heavy-hitting rushdown with good speed and a plethora of multihitting normals that allow for easy active switch shenanigans. Her pressure and mixup are great, with access to powerful resets, baits, punishes, and unorthodox cancels which allow for her to easily open up opponents. She has one of the highest damage outputs in the game via Power Charge, and can very easily down an opponent with just one combo due to it. However, she struggles with the neutral game, having short and stubby normals alongside highly telegraphed distance closers which can make it a struggle for her to get in without the help of an assist or incredible timing. <br/>Nonetheless, Chie is a short, spunky powerhouse who provides a unique playstyle full of personality and is never a bad choice for newcomers and veterans alike.
|summary=  
}}
{{BBTag/Infobox
| fastestAttack = [[#4A|4A]] (5F)
| reversal = [[#Hyper Counter|A+D]] (Catch 1~25F)<br/>[[#God's Hand|236B+C]] (14F)
}}
{{ProsAndCons
|intro=
|pros=
|pros=
*Great damage potential without meter.
*Great damage potential without meter.
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*Very reliant on assists and meter to use her full potential.
*Very reliant on assists and meter to use her full potential.
*Stubby normals.
*Stubby normals.
|unique_mechanic1_name= Power Charge
}}
|unique_mechanic1=  
</div>
 
{{card|width=4
|header=Power Charge
|content=  
Chie's [[#Power Charge|Power Charge]] gives all of her attacks a significant damage increase, capable of doing enough damage to down a single character in one combo.
Chie's [[#Power Charge|Power Charge]] gives all of her attacks a significant damage increase, capable of doing enough damage to down a single character in one combo.
}}
}}
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|4A}}</big>===
===<big>{{clr|1|4A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4A,4AA,4AAA,4AAAA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chie's go-to for mashing out of blockstrings and good for pressure due to its cancel options. It's short-range limits of how often you can use it, however.
BBTag_Chie_4A.png | Wherever that's hitting, it must hurt
* Jump cancellable
BBTag_Chie_4AA.png | Machine Gun Kick!
BBTag_Chie_4AAA.png | Style on 'em
BBTag_Chie_4AAAA.png | Double Palm Strike
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_4A_Hitbox.png |
BBTAG_Chie_4AA1_Hitbox.png |
BBTAG_Chie_4AA2_Hitbox.png |
BBTAG_Chie_4AA3_Hitbox.png |
BBTAG_Chie_4AAA1_Hitbox.png |
BBTAG_Chie_4AAA2_Hitbox.png |
BBTAG_Chie_5AAAA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="4A" or input="4AA" or input="4AAA")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=4AAAA}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5AAAA"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* {{clr|1|4A}} is jump cancellable
* 5F start up that hits crouching
This is chie's fastest normal so if you want to mash out of a untrue blockstring or punish a -4 move,this is your go-to.
----
----
* Jump cancellable
Combo filler. 
{{clr|1|4AA}} hits six times and can be cancelled at anytime on block or hit. If {{clr|1|4AA}} whiffs you will be stuck until the animation finishes and very punishable.
*Jump cancellable
----
----
* {{clr|1|4AAA}} is jump cancellable on second hit only
Combo filler
*Jump cancellable
----
----
* It's safe on block
Chie has the rare trait of being able to activate Cross-Raid from both her {{clr|1|4A}} autocombo. This makes it useful in cases where the {{clr|1|5A}} autocombo would take too long to get to Cross-Raid.
* Can cancel into Cross-Raid
* Safe on block
 
Chie has the rare trait of being able to activate Cross-Raid from both her {{clr|1|4A}} and {{clr|1|5A}} auto combo. While her {{clr|1|4A}} is good, the follow ups are overshadowed by her {{clr|1|5A}} follow ups. {{clr|1|4A}} auto combo has a niche use as being a very fast way to activate Cross-Raid.
{{CloseCard}}


}}


===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5A,5AA,5AAA,5AAAA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chie's primary combo and pressure starter. It can be used to abare in cases where {{clr|1|4A}} would fail.
BBTag_Chie_5A.png | Trust me, this move is just as scary as it was in P4AU
* Jump cancellable.
BBTag_Chie_5AA.png | Thought I'd drop the combo?
BBTag_Chie_5AAA.png | Oh lord she comin
P4AU_Chie_5AAA_2.png | ''"Her legs are fine."'' - Chad Narukami
BBTag_Chie_5AAAA.png | Now away with you
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_5A_Hitbox.png |
BBTAG_Chie_5AA1_Hitbox.png |
BBTAG_Chie_5AA2_Hitbox.png |
BBTAG_Chie_5AAA1_Hitbox.png |
BBTAG_Chie_5AAA2_hitbox.png |
BBTAG_Chie_5AAA3_Hitbox.png |
BBTAG_Chie_5AAAA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA" or input="5AAAA")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* {{clr|1|5A}} is jump cancellable.
This move is one of her most important tools as it goes farther than 4A while being 1 frame slower,is a good combo starter and the follow ups are key to Chie's pressure game.It's also important for power charge combos due to its speed.
----
----
* The Second hit of {{clr|1|5AA}} vacuums, pulling the opponent closer
{{clr|1|5AA}} is important combo filler as it vacuums the opponent towards you. This also makes it good for pressure as you can use it to set up a mixup with {{clr|3|j.C}} or reset pressure.
* 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 {{clr|3|j.C}} mix ups or reset pressure. As it frame traps into {{clr|1|5AAA}}, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset.
*Frame traps into {{clr|1|5AAA}},discouraging the opponent to mash out.
----
----
* {{clr|1|5AAA}} won't true blockstring with {{clr|1|5AA}}
Mostly used as combo filler but can also be used for Active Switches as hitting thrice gives your partner time to do what they want.
Can be used for active switches as it being a frame trap and hitting trice gives your partner time to do what they want.
*One of the few moves Chie can't jump cancel.
----
----
* {{clr|1|5AAAA}} can cancel into Cross-Raid
Same as {{clr|1|4AAAA}}
Chie has the rare trait of being able to activate Cross-Raid from both her {{clr|1|4A}} and {{clr|1|5A}} auto combo. Same ender as {{clr|1|4AAAA}}, though the other hits are different.
}}
{{CloseCard}}
 


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5B,5BB
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|2|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 {{clr|2|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. 
BBTag_Chie_5B.png | Slash
BBTag_Chie_5BB.png | Slash in style
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_5B_Hitbox.png |
BBTAG_Chie_5BB1_Hitbox.png |
BBTAG_Chie_5BB2_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Dash Cancelable, Dash Cancel frame data within brackets []
* Dash Cancelable, Dash Cancel frame data within brackets []
 
*Can be reverse beat into {{clr|1|5A}}
{{clr|2|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 {{clr|2|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. 
----
----
{{clr|2|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 {{clr|2|5BB}} > {{clr|2|214B}}/{{clr|3|C}}, you can read more in the Combo Theory section of her Combo page. The second hit of {{clr|2|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. 
* Dash Cancelable, Dash Cancel frame data within brackets []
* Dash Cancelable, Dash Cancel frame data within brackets []
* Good for combos
}}
* Isn't a true blockstring
* Total of 2944 Damage.
 
{{clr|2|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 {{clr|2|5BB}} > {{clr|2|214B}}/{{clr|3|C}}, you can read more in the Combo Theory section of her Combo page. The second hit of {{clr|2|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. 
{{CloseCard}}
 


===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5C
<tabber>
|description=
Images =
Standard Persona {{clr|3|5C}}. Fast but punishable on block.
<gallery widths="210px" heights="210px" mode="nolines">
*Chie is airborne during the animation letting her high-profile and throw crush.
BBTag_Chie_5C.png | "Years of training"
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_5C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
Standard overhead. It's fast but punishable on block.
{{CloseCard}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2A
<tabber>
|description=
Images =
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 {{clr|1|4A}}!
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_2A.png | https://www.youtube.com/watch?v=sH1KzyFWZfk
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_2A_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Can low profile some standing pokes
* Can be chained into {{clr|1|4A}} and {{clr|1|5A}} up to 2 times
* Can be chained into {{clr|1|4A}} and {{clr|1|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 {{clr|1|4A}}!
}}
{{CloseCard}}
 


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2B
<tabber>
|description=
Images =
Chie's primary anti-air. It has great horizontal reach and good vertical reach. However, the forward movement can make it tricky to use and the bad head Invuln forces you to be accurate with its usage. Still, when used properly,it can get the good done and can lead to your opponent's death.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_2B.png |"I heard you wanted to jump in. Hah!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_2B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 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 reversed beat into {{clr|1|5A}}


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
}}
{{CloseCard}}
 


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_2C.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_2C_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Jump cancelable  
* Jump cancelable  


That's right boys, we can jump cancel our {{clr|3|2C}} on hit AND on block!
That's right boys, we can jump cancel our {{clr|3|2C}} on hit AND on block!
{{CloseCard}}
}}




===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.A,j.AA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chie's {{clr|1|j.A}} has a good horizontal hitbox, making jump up {{clr|1|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 {{clr|1|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.
BBTag_Chie_jA.png |
BBTag_Chie_jAA.png |I learned this from a kung fu movie!
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_JA_Hitbox.png |
BBTAG_Chie_JAA_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Good air to air normal
* Good air to air normal
Chie's {{clr|1|j.A}} has a good horizontal hitbox, making jump up {{clr|1|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 {{clr|1|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.
----
----
{{clr|1|j.AA}} is mostly used in combos and pressure to confirm the opponent got hit or is blocking.  
{{clr|1|j.AA}} is mostly used in combos and pressure to confirm the opponent got hit or is blocking.  
{{CloseCard}}
}}


===<big>{{clr|2|j.B}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.B
|description=
Chie's go-to jump-in. It has good vertical range and is great for whiff-punishing grounded pokes you jumped over. It's also good for protecting yourself while falling.


===<big>{{clr|2|j.B}}</big>===
It can be used as an instant overhead against {{Character Label|BBTag|Iron Tager|label=Tager}},{{Character Label|BBTag|Hakumen|label=Hakumen}} and {{Character Label|BBTag|Blitztank|label=Blitztank}}. On Tager, you can follow up solo but on the other 2 you'll need an assist.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_jB.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_JB_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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 {{clr|1|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 {{clr|1|j.A}}, it's usual ideal to do {{clr|2|j.B}} > {{clr|1|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. 
===<big>{{clr|3|j.C}}</big>===
 
{{BBTag Move Card|game=BBTag
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, {{clr|2|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.  
|input=j.C
{{CloseCard}}
|description=
A great mixup and neutral tool. You can use it set up a gapless high/low mix or to completely reset your pressure after a jump cancel or on your opponent's wakeup as oki. This also makes it a good Active Switch tool.


It can also be used as a wall in neutral due to its long active. However, Tomoe can still be broken so it's not unstoppable but still strong.


===<big>{{clr|3|j.C}}</big>===
Just remember it has long startup so you can easily be hit out of hit.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_jC.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_JC1_Hitbox.png |
BBTAG_Chie_JC2_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
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 {{clr|1|5AA}} > jump cancel > {{clr|3|j.C}}. If the opponent did not anti air your jump cancel they will be blocking {{clr|3|j.C}} while you're falling to the ground, this gives you the option to either fall down and hit them low with {{clr|1|2A}} or air dash towards them right before landing and hit them high with {{clr|1|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.
{{CloseCard}}




Line 417: Line 158:
==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span>
{{BBTag Move Card|game=BBTag
<div class="attack-container">
|input=BC
<div class="attack-gallery">
|description=
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_GroundThrow.png | C'mere
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Can convert it into a combo by linking {{clr|1|2A}} > {{clr|4|5B}}
* Can convert it into a combo by linking {{clr|1|2A}} > {{clr|4|5B}}
Unlike most throws,Chie's can't be special or super canceled.Is very threatening during power charge as Chie can do 4-8K in a single hit. On certain characters you can do 2B > 5BB which will let you do B Herc loops which will do more damage than using 2A..If your fast enough,you can do throw>214BC(Level 1 power charge)>2A.
Unlike most throws,Chie's can't be special or super canceled.Is very threatening during power charge as Chie can do 4-8K in a single hit. On certain characters you can do 2B > 5BB which will let you do B Herc loops which will do more damage than using 2A..If your fast enough,you can do throw>214BC(Level 1 power charge)>2A.
{{CloseCard}}
}}




===<big>High Counter</big>===
===<big>High Counter</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|4|D}} (Air OK)'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD,AD Attack,j.AD
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
;{{clr|1|5A}}+{{clr|4|D}}
BBTag_Chie_HighCounter.png | COUNTAH
A decent counter. It will beat most safejumps but is a poor anti-air and can't be used for air-unblockables. The followup can allow for safejumps. How effective they are are dependent on how many of the hits land.
BBTag_Chie_HighCounter2.png |The move everyone expects but still gets hit by it.
*First hit is a low.
</gallery>
----
|-|
;{{clr|1|j.A}}+{{clr|4|D}}
Hitboxes =
Is a decent air combo ender and can be used in cases where {{clr|2|j.236B}} would fail.
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_RA1_Hitbox.png |
BBTAG_Chie_RA2_Hitbox.png |
BBTAG_Chie_RA3_Hitbox.png |
BBTAG_Chie_RA4_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground Catch}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="AD"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Ground Attack}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="AD Attack"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.AD"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Air version will always have the followup attack come out.
* 11f total startup for air version 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.
* 1st hit of the grounded version hits low.
Since it's a counter,it will beat safejumps but in exchange can't be used for air unblockable setups
{{CloseCard}}




Line 507: Line 186:
==Skills==
==Skills==
===<big>Rampage</big>===
===<big>Rampage</big>===
<span class="input-badge">'''{{clr|1|236A}} (Air OK)'''</span>
{{InputBadge|{{clr|1|236A}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A,236A > X,236A > X > X
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Rampage is important for Chie's combos as lets her close the distance. The air version is the same, used to bring the opponent back down to the ground but it has the potential to drop the combo depending on distance and height.
BBTag_Chie_Rampage.png |
*You can influence the distance travelled by holding backwards or forwards during the start up of the Rampage
BBTag_Chie_SkullCracker.png | Hope you weren't blocking low
BBTag_Chie_DragonKick.png |"HWAAAATAH!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_236A1_Hitbox.png |
BBTAG_Chie_236A2_Hitbox.png |
BBTAG_Chie_236A3_Hitbox.png |
BBTAG_Chie_236AA1_Hitbox.png |
BBTAG_Chie_236AA2_Hitbox.png |
BBTAG_Chie_236B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="j.236A")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236A X"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* You can influence the distance traveled by holding backwards or forwards during the start up of the Rampage
Is very important for her combos as it will let go into Skull Cracker and can help her close the gap mid-combo.
----
----
The followup is an overhead. Useful in the corner since it allows her to get loops with 5A.
Useful in the corner since it allows her to get loops with 5A.
*Can into 214X
----
----
A decent combo ender with similar properties to {{clr|2|236B}}.


{{CloseCard}}
}}
 


===<big>Dragon Kick</big>===
===<big>Dragon Kick</big>===
<span class="input-badge">'''{{clr|2|236B}} (Air OK)'''</span>
{{InputBadge|{{clr|2|236B}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236B,j.236B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
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 we say let it rip and kick for the stars! (Please note that we at Dustloop will not be held accountable for any lost matches, dropped sets or crushed self-esteems)
BBTag_Chie_DragonKick.png | Might wanna lower your volume for this one
* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_236B_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236B" or input="j.236B")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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)
{{CloseCard}}


===<big>Herculean Strike</big>===
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=214A,214B
|versioned=input
|description=
;{{clr|1|214A}}
Used soley to end combos, either after {{clr|1|236AA}} or in cases where {{clr|1|236A}} or {{clr|2|236B}} would whiff.
----
;{{clr|2|214B}}
A great combo tool, mainly {{clr|2|214B}}/{{clr|3|C}} loops. These have good damage and great corner carry. It can also be used in neutral when combined with a long range assist like {{Character Label|BBTag|Vatista|label=Vatista's}} {{MiniMoveCard|game=BBTag|chara=Vatista|input=6P|label={{clr|5|6P}}}} to close the gap.


===<big>Herculean Strike</big>===
When spaced, it can be plus on block letting start pressure safely.
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
*Can be cancelled into {{clr|2|236B}}/{{clr|3|236C}}  
<div class="attack-container">
*Wall bounces midscreen,Wall splats in the corner
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_HerculeanStrike.png | "Burn Knuckle!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_214A_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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 {{clr|2|5B}}
* Can be plus on block if spaced correctly
{{CloseCard}}




Line 643: Line 233:
==Extra Skills==
==Extra Skills==
===<big>EX Dragon Kick</big>===
===<big>EX Dragon Kick</big>===
<span class="input-badge">'''{{clr|3|236C}} (Air OK)'''</span>
{{InputBadge|{{clr|3|236C}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C,j.236C
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
;{{clr|3|236C}}  
BBTag_Chie_DragonKick.png |
A high damage combo tool. It's longer startup makes it harder to combo into but its faster recovery makes it safer to use in neutral so you can use it to close the gap if you can get around the startup.
</gallery>
*More range than the meterless version
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_236C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="j.236C")
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* 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 {{clr|2|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
;{{clr|3|j.236C}}
* 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.
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.
Both versions of EX Dragon Kick are useful for combos and can do ludicrous amounts of damage when used with power charge.
{{CloseCard}}
}}


===<big>EX Herculean Strike</big>===
{{InputBadge|{{clr|3|214C}}}}
{{BBTag Move Card|game=BBTag
|input=214C
|description=
This is literally a better version of {{clr|2|214B}}. Has the same startup and distance as the meterless version but deals more damage,is always plus on block regardless of distance and launches higher on hit. Despite that, the damage you get from it often isn't worth meter that you want to save Power Charge so only use it if it will kill or during Resonance Blaze when you have meter to burn.
*Can be cancelled into {{clr|2|236B}}/{{clr|3|C}} 
*Has throw invuln


===<big>EX Herculean Strike</big>===
<span class="input-badge">'''{{clr|3|214C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_HerculeanStrike.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_214C_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Wall bounces midscreen, Wall splats in the corner
* Plus on block
* Can be canceled into Dragon Kick
{{CloseCard}}


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 724: Line 263:
==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''Herculean Strike > Black Spot'''</span>
{{InputBadge|Herculean Strike > Black Spot}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
Average {{clr|5|5P}}. Use it to extend combos although the second hit makes it easier to combo from than some {{clr|5|5P}}s.
<gallery widths="210px" heights="210px" mode="nolines">
*Followup Black Spot Hit only comes out on hit
BBTag_Chie_HerculeanStrike.png |
BBTag_Chie_5AAAA.png |
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_5P1_Hitbox.png |
BBTAG_Chie_5P2_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
{{CloseCard}}


===<big>{{clr|5|6P}}</big>===
{{InputBadge|Dragon Kick}}
{{BBTag Move Card|game=BBTag
|input=6P
|description=
Great for mixups as it will often side-switch letting perform left/rights. When combined with projectiles, it can also be used to help Chie approach. It can also be used to catch people doing IAD from fullscreen and is Chie's highest damage assist.


===<big>{{clr|5|6P}}</big>===
 
<span class="input-badge">'''Dragon Kick'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_DragonKick.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_6P_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P "
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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. 
{{CloseCard}}


===<big>{{clr|5|4P}}</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''P4A {{clr|4|2D}}'''</span>
{{InputBadge|P4A {{clr|4|2D}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4P
<tabber>
|description=
Images =
A great pressure and lockdown tool as it has high blockstun and isn't affected by pushblock. Also good for combos as it launches higher than {{clr|5|5P}} .
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_5DD.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_4P1_Hitbox.png |
BBTAG_Chie_4P2_Hitbox.png |
BBTAG_Chie_4P3_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P "
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
{{CloseCard}}




Line 829: Line 294:
==Distortion Skills==
==Distortion Skills==
===<big>God's Hand</big>===
===<big>God's Hand</big>===
<span class="input-badge">'''{{clr|2|236B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236BC
<tabber>
|description=
Images =
Her main combo ender. Can be used as a reversal but has low range so be careful.Also important for power charge combos due to the damage it does. Can lead to a safejump on hit.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBTag_Chie_GodsHand.png |The original Navy Pressure
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_236BC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* No longer an overhead.
* Values in [] are for Enhanced version • Minimum Damage: 1920 [1122, 1100 (2222)]
Her main combo ender. Can be used as a reversal but has low range so be careful.Also important for power charge combos due to the damage it does.
{{CloseCard}}


===<big>Power Charge</big>===
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=214BC
|description=
Power Charge is probably the reason you're playing Chie. It allows Chie to make large comebacks and TOD every character in the game. It's the main thing you will be saving meter for so remember to learn your combos to use it to its full potential.
*Applies to her assist as well but is not very practical.
*Lasts for 2 seconds
*Using God's Hand will automatically end Power Charge.
*Successive Power Charges will stack the levels
----
;Level 1
Short Recovery allows you to use this mid-combo without an assist leading to low-cost/High-reward combos(like 10K solo for 2 bars). Can also be used to pause the screen and get your bearings or to see what the opponent is doing and if you can punish.
*100% Damage Boost.
----
;Level 2
Long recovery means that you have no choice but to use an assist to use it mid-combo. This version is mainly used in cases where you don't have 4 bars for Power Charge > God Hand but with level 2 you can kill them regardless.
*200% Damage Boost
----
;Level 3
Level 3 allows Chie to kill the opponent of any random hit making for the momentum-based victories Chie is known for. However, its very long recovery makes it that Cross Combo or Resonance Blaze is required to combo into it.
*300% Damage Boost
*Has projectile invulnerability from frame 1


===<big>Power Charge</big>===
<span class="input-badge">'''{{clr|2|214B}}+{{clr|3|C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_PowerCharge.png | Congratulations, you're dead
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
WorkInProgress.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Pressing {{clr|4|B}}+{{clr|3|C}} will result in A Power Charge: one level and short recovery.
* Holding {{clr|4|B}}+{{clr|3|C}} will result in B Power Charge: two levels and long recovery.
* Holding {{clr|4|B}}+{{clr|3|C}} during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.
* Successive power charges will stack the levels
* Power Charge multiplies damage by 2/3/4 at level 1/2/3.
* Power Charge lasts for 120 frames.
* Resonance Power Charge has projectile 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!The level 1 version can be used mid blockstring due to its short recovery to enhance mixups or just to keep the blockstring going.
{{CloseCard}}


===<big>Agneyastra</big>===
{{InputBadge|{{clr|2|j.236B}}+{{clr|3|C}}}} {{InputBadge|{{clr|2|j.214B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=j.236BC
|description=
Agneyastra is a great neutral tool as it both locks down the opponent and covers Chie as she approaches. However, the opponent will often pushblock Chie which mitigates the effect of the super. Since Chie wants to save her meter for Power Charge, you need to decide if it's worth it to use Agneyastra to approach. However in Resonance Blaze, you can use Agneyastra liberally as you have more meter so you can just force your way through as if they pushblock you, you can just use Agneyastra again.


===<big>Agneyastra</big>===
Outside of that, Agneyastra is useful in Resonance Blaze combos as you can do {{clr|2|236B}}/{{clr|3|C}}, cancel into Agneyastra, land, do level 3 Power Charge and continue the combo. This combined with its use in neutral give Chie high comeback potential with Resonance Blaze.
<span class="input-badge">'''{{clr|2|j.236B}}+{{clr|3|C}}'''</span> <span class="input-badge"><small>'''{{clr|2|j.214B}}+{{clr|3|C}}'''</small></span>
* {{clr|2|j.214B}}+{{clr|3|C}} results in Meteors going half screen
<div class="attack-container">
* {{clr|2|j.236B}}+{{clr|3|C}} results in Meteors going full screen
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_Agneyastra.png | Hippity hop you'd better block
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_J214BC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* {{clr|2|j.214B}}+{{clr|3|C}} results in C Agneyastra: Meteors go half screen
* {{clr|2|j.236B}}+{{clr|3|C}} results in D Agneyastra: Meteors go full screen
* Maximum number of hits is 8.
*  Values in [] are for Enhanced version.Minimum Damage: 111×N [144×N]
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.
{{CloseCard}}




Line 942: Line 345:
==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>God's Hand</big>===
===<big>God's Hand</big>===
<span class="input-badge">'''{{clr|5|P}} during Partner's Distortion Skill '''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<tabber>
|description=
Images =
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! 
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_GodsHand.png |I! CAST! FIST!!!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_DSD_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Distortion Skill Duo"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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! 
{{CloseCard}}


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 977: Line 356:
==Astral Heat==
==Astral Heat==
===<big>Galactic Punt</big>===
===<big>Galactic Punt</big>===
<span class="input-badge">'''{{clr|2|222B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=222BC
<tabber>
|description=
Images =
Chie will spend most of her time in Resonance using {{clr|2|j.236}}+{{clr|3|C}} and Power Charge. However, her astral has fullscreen tracking making it her only true anti-zoning tool. It can be easily combo into by using {{clr|2|5BB}} or {{clr|1|236AA}}.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Chie_GalacticPunt.png |Trial of the Dragon
BBTag_Chie_GalacticPunt2.png |"Be water, my friend."
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Chie_222BC_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="222BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
{{CloseCard}}


<br style="clear:both;"/>
<br style="clear:both;"/>


 
==Colors==
==External References==
*[https://blazblue.wiki/wiki/Chie_Satonaka#Palettes Color Palettes on https://blazblue.wiki]
*[https://blazblue.wiki/wiki/Chie_Satonaka#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
==Navigation==
<center>{{Character Label|BBTag|Chie Satonaka|36px|BBTag_Chie_Icon.png}}</center>
<center>{{Character Label|BBTag|Chie Satonaka|size=36px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:BBTag/Navigation}}
 
{{BBTag/Navigation}}

Latest revision as of 04:58, 13 December 2023


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Overview

Overview
Chie is an up-close-and-personal heavy-hitting rushdown with good speed and a plethora of multihitting normals that allow for easy active switch shenanigans. Her pressure and mixup are great, with access to powerful resets, baits, punishes, and unorthodox cancels which allow for her to easily open up opponents. She has one of the highest damage outputs in the game via Power Charge, and can very easily down an opponent with just one combo due to it. However, she struggles with the neutral game, having short and stubby normals alongside highly telegraphed distance closers which can make it a struggle for her to get in without the help of an assist or incredible timing.
Nonetheless, Chie is a short, spunky powerhouse who provides a unique playstyle full of personality and is never a bad choice for newcomers and veterans alike.
Chie Satonaka


BBTag Chie Portrait.png
Health
17,000
Prejump
4F
Backdash
22F
Fastest Attack
4A (5F)
Reversals
A+D (Catch 1~25F)
236B+C (14F)
Pros
Cons
  • Great damage potential without meter.
  • Highest damage potential in the game with meter.
  • Good corner game.
  • Strong close range pressure.
  • Relatively low skill floor
  • 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.


Power Charge
Chie's Power Charge gives all of her attacks a significant damage increase, capable of doing enough damage to down a single character in one combo.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 5 3 11 -2 B
4AA 400×6 All 9 2,{(4)2}×5 21 -9 B
4AAA 1000×2 All 6 3,3 15 -1 B
4AAAA 2040 All 13 12 Total: 48 -5 P1

Chie's go-to for mashing out of blockstrings and good for pressure due to its cancel options. It's short-range limits of how often you can use it, however.

  • Jump cancellable

Combo filler.

  • Jump cancellable

Combo filler

  • Jump cancellable

Chie has the rare trait of being able to activate Cross-Raid from both her 4A autocombo. This makes it useful in cases where the 5A autocombo would take too long to get to Cross-Raid.

  • Safe on block
Version Level P1 P2
4A 1 100 70
4AA 2 100 75
4AAA 3 100 80
4AAAA 4 100 85

4A:
4AA:
4AAA:
4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 6 4 18 -5 B
5AA 950×2 All 7 3(3)6 11 -3 B
5AAA 750×3 All 10 2(12)3(1)3 19 -3 B
5AAAA 2040 All 13 12 Total: 48 -5 P1

Chie's primary combo and pressure starter. It can be used to abare in cases where 4A would fail.

  • Jump cancellable.

5AA is important combo filler as it vacuums the opponent towards you. This also makes it good for pressure as you can use it to set up a mixup with j.C or reset pressure.

  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.
  • Frame traps into 5AAA,discouraging the opponent to mash out.

Mostly used as combo filler but can also be used for Active Switches as hitting thrice gives your partner time to do what they want.

  • One of the few moves Chie can't jump cancel.

Same as 4AAAA

Version Level P1 P2
5A 3 100 80
5AA 2 100 75
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 10 3 30 -14 [-2] B
5BB 1100×2 All 19 3(7)2 Total: 48 -1 [-2] B

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 []
  • Can be reverse beat into 5A

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.

  • Dash Cancelable, Dash Cancel frame data within brackets []
Version Level P1 P2
5B 4 90 85
5BB 4 90 85

5B:
5BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Standard Persona 5C. Fast but punishable on block.

  • Chie is airborne during the animation letting her high-profile and throw crush.
Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 2 12 -2 F

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!

  • Can be chained into 4A and 5A up to 2 times
  • Can chain into itself
Level P1 P2
1 90 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 10 2 30 -15 B 8~11 H

Chie's primary anti-air. It has great horizontal reach and good vertical reach. However, the forward movement can make it tricky to use and the bad head Invuln forces you to be accurate with its usage. Still, when used properly,it can get the good done and can lead to your opponent's death.

  • Moves Chie forward
  • Can be jump canceled, even on block!
  • Can be reversed beat into 5A
Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 9 3 20 -4 F
  • Jump cancelable

That's right boys, we can jump cancel our 2C on hit AND on block!

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 8 3 13 H
j.AA 1500 High 7 5 14 H

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.

  • Good air to air normal

j.AA is mostly used in combos and pressure to confirm the opponent got hit or is blocking.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 13 6 9 H

Chie's go-to jump-in. It has good vertical range and is great for whiff-punishing grounded pokes you jumped over. It's also good for protecting yourself while falling.

It can be used as an instant overhead against  Tager, Hakumen and  Blitztank. On Tager, you can follow up solo but on the other 2 you'll need an assist.

Level P1 P2
3 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×6, 1500 All 26 2×6,(13)3 Total: 28 H

A great mixup and neutral tool. You can use it set up a gapless high/low mix or to completely reset your pressure after a jump cancel or on your opponent's wakeup as oki. This also makes it a good Active Switch tool.

It can also be used as a wall in neutral due to its long active. However, Tomoe can still be broken so it's not unstoppable but still strong.

Just remember it has long startup so you can easily be hit out of hit.

Level P1 P2
3 80 70, 70
  • Final hit is considered separate hit with P2:70%



Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T
  • Can convert it into a combo by linking 2A > 5B

Unlike most throws,Chie's can't be special or super canceled.Is very threatening during power charge as Chie can do 4-8K in a single hit. On certain characters you can do 2B > 5BB which will let you do B Herc loops which will do more damage than using 2A..If your fast enough,you can do throw>214BC(Level 1 power charge)>2A.

Level P1 P2
0, 1, 4 100 50
  • Minimum Damage 2000


High Counter

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 45 1~25 Guard All
AD Attack 950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 Until L+8L B 1~38 All
j.AD 1100×4 All 6 2(6)2(6)2(6)2 Until L+8L H 1~7 All
5A+D

A decent counter. It will beat most safejumps but is a poor anti-air and can't be used for air-unblockables. The followup can allow for safejumps. How effective they are are dependent on how many of the hits land.

  • First hit is a low.

j.A+D

Is a decent air combo ender and can be used in cases where j.236B would fail.

Version Level P1 P2
AD
AD Attack 2, 4×4 80 60
j.AD 4 80 60

AD:
AD Attack:

  • Minimum Damage 47×5 (235)


j.AD:

  • Minimum Damage 55×4 (220)



Skills

Rampage

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 800×3 All 11 5(3)3(6)6 17 -6 H
236A > X 1200×2 High, All 6 2(9)3 20 -4 B, F
236A > X > X 3000 All 18 12 27+15L -33 H

Rampage is important for Chie's combos as lets her close the distance. The air version is the same, used to bring the opponent back down to the ground but it has the potential to drop the combo depending on distance and height.

  • You can influence the distance travelled by holding backwards or forwards during the start up of the Rampage

Useful in the corner since it allows her to get loops with 5A.

  • Can into 214X

A decent combo ender with similar properties to 236B.

Version Level P1 P2
236A 3 80 80
236A > X 4 80 85
236A > X > X 5 80 90

236A:

  • Minimum Damage 40×3 (120)


236A > X:

  • Minimum Damage 60×2 (120)


236A > X > X:

  • Minimum Damage 150

Dragon Kick

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 3000 All 18 12 27+15L -33 H
j.236B 3000 All 14 12 Until L+15L H

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 we say let it rip and kick for the stars! (Please note that we at Dustloop will not be held accountable for any lost matches, dropped sets or crushed self-esteems)

  • This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
Version Level P1 P2
236B 5 80 90
j.236B 5 80 90

236B:

  • Minimum Damage 150


j.236B:

  • Minimum Damage 150

Herculean Strike

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 All 11 6 23 -8 B
214B 2200 All 25 10 18 -4 B 1~20 T
214A

Used soley to end combos, either after 236AA or in cases where 236A or 236B would whiff.


214B

A great combo tool, mainly 214B/C loops. These have good damage and great corner carry. It can also be used in neutral when combined with a long range assist like  Vatista's 6PBBTag Vatista LumenStellaElLance.pngGuardAllStartup(18)+39RecoveryTotal: (18)+63Advantage+18 to close the gap.

When spaced, it can be plus on block letting start pressure safely.

  • Can be cancelled into 236B/236C
  • Wall bounces midscreen,Wall splats in the corner
Version Level P1 P2
214A 3 90 80
214B 5 80 90

214A:

  • Minimum Damage 90


214B:

  • Minimum Damage 110



Extra Skills

EX Dragon Kick

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 4500 All 30 12 12 -3 H
j.236C 4500 All 13 12 12 H
236C

A high damage combo tool. It's longer startup makes it harder to combo into but its faster recovery makes it safer to use in neutral so you can use it to close the gap if you can get around the startup.

  • More range than the meterless version

j.236C

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.

Version Level P1 P2
236C 5 80 90
j.236C 5 80 90

236C:

  • Minimum Damage 450


j.236C:

  • Minimum Damage 450

EX Herculean Strike

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 25 10,1 18 +7 B 1~20 T

This is literally a better version of 214B. Has the same startup and distance as the meterless version but deals more damage,is always plus on block regardless of distance and launches higher on hit. Despite that, the damage you get from it often isn't worth meter that you want to save Power Charge so only use it if it will kill or during Resonance Blaze when you have meter to burn.

  • Can be cancelled into 236B/C
  • Has throw invuln
Level P1 P2
5 70 90
  • Minimum Damage 250


Partner Skills

5P

Herculean Strike > Black Spot

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 1700 All (18)+13 7 [(20)12] 25 [13] -12 B, P1

Average 5P. Use it to extend combos although the second hit makes it easier to combo from than some 5Ps.

  • Followup Black Spot Hit only comes out on hit
Level P1 P2
3, 4 70 80, 90
  • Only does 2nd hit (values in []) on hit
  • Minimum Damage 75, 85 (160)

6P

Dragon Kick

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All (18)+23 12 26+14L -31 H

Great for mixups as it will often side-switch letting perform left/rights. When combined with projectiles, it can also be used to help Chie approach. It can also be used to catch people doing IAD from fullscreen and is Chie's highest damage assist.

Level P1 P2
5 70 90
  • Minimum Damage 125

4P

P4A 2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B×3

A great pressure and lockdown tool as it has high blockstun and isn't affected by pushblock. Also good for combos as it launches higher than 5P .

Level P1 P2
4 70×2, 100 85
  • Minimum Damage 50×2, 85 (185)



Distortion Skills

God's Hand

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All

Her main combo ender. Can be used as a reversal but has low range so be careful.Also important for power charge combos due to the damage it does. Can lead to a safejump on hit.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 1920 [1122, 1100 (2222)]
  • [If first attack is blocked, second hit has base damage 5100]

Power Charge

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1+(43 Flash)+10
{1+(43 Flash)+56}
1~1 All
[1~1 All
2~End P]

Power Charge is probably the reason you're playing Chie. It allows Chie to make large comebacks and TOD every character in the game. It's the main thing you will be saving meter for so remember to learn your combos to use it to its full potential.

  • Applies to her assist as well but is not very practical.
  • Lasts for 2 seconds
  • Using God's Hand will automatically end Power Charge.
  • Successive Power Charges will stack the levels

Level 1

Short Recovery allows you to use this mid-combo without an assist leading to low-cost/High-reward combos(like 10K solo for 2 bars). Can also be used to pause the screen and get your bearings or to see what the opponent is doing and if you can punish.

  • 100% Damage Boost.

Level 2

Long recovery means that you have no choice but to use an assist to use it mid-combo. This version is mainly used in cases where you don't have 4 bars for Power Charge > God Hand but with level 2 you can kill them regardless.

  • 200% Damage Boost

Level 3

Level 3 allows Chie to kill the opponent of any random hit making for the momentum-based victories Chie is known for. However, its very long recovery makes it that Cross Combo or Resonance Blaze is required to combo into it.

  • 300% Damage Boost
  • Has projectile invulnerability from frame 1
Level P1 P2
  • 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%

Agneyastra

j.236B+C j.214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
740×10 [960×10] All 11+(41 Flash)+0 P(3){P(5)}×8,P Total: 22 P2 1~10 All

Agneyastra is a great neutral tool as it both locks down the opponent and covers Chie as she approaches. However, the opponent will often pushblock Chie which mitigates the effect of the super. Since Chie wants to save her meter for Power Charge, you need to decide if it's worth it to use Agneyastra to approach. However in Resonance Blaze, you can use Agneyastra liberally as you have more meter so you can just force your way through as if they pushblock you, you can just use Agneyastra again.

Outside of that, Agneyastra is useful in Resonance Blaze combos as you can do 236B/C, cancel into Agneyastra, land, do level 3 Power Charge and continue the combo. This combined with its use in neutral give Chie high comeback potential with Resonance Blaze.

  • j.214B+C results in Meteors going half screen
  • j.236B+C results in Meteors going full screen
Level P1 P2
5 80 95×10
  • 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]



Distortion Skill Duo

God's Hand

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All

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!

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Galactic Punt

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All

Chie will spend most of her time in Resonance using j.236+C and Power Charge. However, her astral has fullscreen tracking making it her only true anti-zoning tool. It can be easily combo into by using 5BB or 236AA.

Level P1 P2
5


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