BBTag/Chie Satonaka: Difference between revisions

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{{#lsth:BBTag/Chie Satonaka/Data|SystemData}}
{{#lst:BBTag/Chie Satonaka/Data|SystemData}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
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{{!}}-
{{!}}-
{{AttackVersion|name=4A}}
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Chie Satonaka/Data|4A}}
{{#lst:BBTag/Chie Satonaka/Data|4A}}
{{!}}-
{{!}}-
{{Description|7|text=* Jump cancellable  
{{Description|7|text=* Jump cancellable  
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{{AttackVersion|name=4AA}}
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Chie Satonaka/Data|4AA}}
{{#lst:BBTag/Chie Satonaka/Data|4AA}}
{{!}}-
{{!}}-
{{Description|7|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA.  
{{Description|7|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA.  
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{{AttackVersion|name=4AAA}}
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Chie Satonaka/Data|4AAA}}
{{#lst:BBTag/Chie Satonaka/Data|4AAA}}
{{!}}-
{{!}}-
{{Description|7|text=* Jump cancellable on second hit only
{{Description|7|text=* Jump cancellable on second hit only
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{{AttackVersion|name=4AAAA}}
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Chie Satonaka/Data|4AAAA}}
{{#lst:BBTag/Chie Satonaka/Data|4AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=* It's safe on block
{{Description|7|text=* It's safe on block
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{{!}}-
{{AttackVersion|name=5A}}
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Chie Satonaka/Data|5A}}
{{#lst:BBTag/Chie Satonaka/Data|5A}}
{{!}}-
{{!}}-
{{Description|7|text=* Jump cancellable.
{{Description|7|text=* Jump cancellable.
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{{AttackVersion|name=5AA}}
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Chie Satonaka/Data|5AA}}
{{#lst:BBTag/Chie Satonaka/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=* The Second hit vacuums, pulling the opponent closer
{{Description|7|text=* The Second hit vacuums, pulling the opponent closer
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{{AttackVersion|name=5AAA}}
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Chie Satonaka/Data|5AAA}}
{{#lst:BBTag/Chie Satonaka/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|7|text=* The move won't true blockstring with 5AA
{{Description|7|text=* The move won't true blockstring with 5AA
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{{AttackVersion|name=5AAAA}}
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Chie Satonaka/Data|5AAAA}}
{{#lst:BBTag/Chie Satonaka/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=Same ender as 4AAAA, though the other hits are different.
{{Description|7|text=Same ender as 4AAAA, though the other hits are different.
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{{!}}-
{{AttackVersion|name=5B}}
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Chie Satonaka/Data|5B}}
{{#lst:BBTag/Chie Satonaka/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=* Go to poke
{{Description|7|text=* Go to poke
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{{AttackVersion|name=5BB}}
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Chie Satonaka/Data|5BB}}
{{#lst:BBTag/Chie Satonaka/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=* Good for combos
{{Description|7|text=* Good for combos
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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
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{{#lsth:BBTag/Chie Satonaka/Data|5C}}
{{#lst:BBTag/Chie Satonaka/Data|5C}}
{{!}}-
{{!}}-
{{Description|6|text=Standard overhead. It's fast but punishable on block.  
{{Description|6|text=Standard overhead. It's fast but punishable on block.  
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  {{AttackDataHeader-BBTag}}
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{{#lsth:BBTag/Chie Satonaka/Data|2A}}
{{#lst:BBTag/Chie Satonaka/Data|2A}}
{{!}}-
{{!}}-
{{Description|6|text=* Can low profile some standing pokes
{{Description|6|text=* Can low profile some standing pokes
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  {{AttackDataHeader-BBTag}}
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{{#lsth:BBTag/Chie Satonaka/Data|2B}}
{{#lst:BBTag/Chie Satonaka/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=* Good Anti-Air
{{Description|6|text=* Good Anti-Air
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  {{AttackDataHeader-BBTag}}
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{{#lsth:BBTag/Chie Satonaka/Data|2C}}
{{#lst:BBTag/Chie Satonaka/Data|2C}}
{{!}}-
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{{Description|6|text=* Jump cancelable  
{{Description|6|text=* Jump cancelable  
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{{AttackVersion|name=j.A}}
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Chie Satonaka/Data|j.A}}
{{#lst:BBTag/Chie Satonaka/Data|j.A}}
{{!}}-
{{!}}-
{{Description|7|text=* Good air to air normal
{{Description|7|text=* Good air to air normal
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{{AttackVersion|name=j.AA}}
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Chie Satonaka/Data|j.AA}}
{{#lst:BBTag/Chie Satonaka/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking.  
{{Description|7|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking.  
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{{#lsth:BBTag/Chie Satonaka/Data|j.B}}
{{#lst:BBTag/Chie Satonaka/Data|j.B}}
{{!}}-
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{{Description|6|text=* Good for jump ins and whiff punishing
{{Description|6|text=* Good for jump ins and whiff punishing
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{{#lsth:BBTag/Chie Satonaka/Data|j.C}}
{{#lst:BBTag/Chie Satonaka/Data|j.C}}
{{!}}-
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{{Description|6|text=* A good option for ending air combos
{{Description|6|text=* A good option for ending air combos
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{{#lsth:BBTag/Chie Satonaka/Data|BC}}
{{#lst:BBTag/Chie Satonaka/Data|BC}}
{{!}}-
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{{Description|6|text=* Can convert it into a combo by linking 2A > 5b
{{Description|6|text=* Can convert it into a combo by linking 2A > 5b
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{{!}}-
{{AttackVersion|name=Ground Catch}}
{{AttackVersion|name=Ground Catch}}
{{#lsth:BBTag/Chie Satonaka/Data|AD}}
{{#lst:BBTag/Chie Satonaka/Data|AD}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground Attack}}
{{AttackVersion|name=Ground Attack}}
{{#lsth:BBTag/Chie Satonaka/Data|AD Attack}}
{{#lst:BBTag/Chie Satonaka/Data|AD Attack}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Chie Satonaka/Data|j.AD}}
{{#lst:BBTag/Chie Satonaka/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Air version will always have the followup attack come out
{{Description|7|text=* Air version will always have the followup attack come out
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{{AttackVersion|name=Ground|subtitle=236A}}
{{AttackVersion|name=Ground|subtitle=236A}}
{{#lsth:BBTag/Chie Satonaka/Data|236A}}
{{#lst:BBTag/Chie Satonaka/Data|236A}}
  {{!}}-
  {{!}}-
{{AttackVersion|name=Air|subtitle=j.236A}}
{{AttackVersion|name=Air|subtitle=j.236A}}
{{#lsth:BBTag/Chie Satonaka/Data|j.236A}}
{{#lst:BBTag/Chie Satonaka/Data|j.236A}}
{{!}}-
{{!}}-
{{Description|7|text=* Only the first move can be performed in the air.
{{Description|7|text=* Only the first move can be performed in the air.
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{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}
{{#lsth:BBTag/Chie Satonaka/Data|236A > X}}
{{#lst:BBTag/Chie Satonaka/Data|236A > X}}
{{!}}-
{{!}}-
{{Description|7|text=Overhead, automatic second hit followup
{{Description|7|text=Overhead, automatic second hit followup
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{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}
{{#lsth:BBTag/Chie Satonaka/Data|236A > X > X}}
{{#lst:BBTag/Chie Satonaka/Data|236A > X > X}}
{{!}}-
{{!}}-
{{Description|7|text=* Not air unblockable anymore
{{Description|7|text=* Not air unblockable anymore
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{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Chie Satonaka/Data|236B}}
{{#lst:BBTag/Chie Satonaka/Data|236B}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Chie Satonaka/Data|j.236B}}
{{#lst:BBTag/Chie Satonaka/Data|j.236B}}
{{!}}-
{{!}}-
{{Description|7|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
{{Description|7|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
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{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Chie Satonaka/Data|214A}}
{{#lst:BBTag/Chie Satonaka/Data|214A}}
{{!}}-
{{!}}-
{{Description|7|text=* Good ground combo ender
{{Description|7|text=* Good ground combo ender
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{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Chie Satonaka/Data|214B}}
{{#lst:BBTag/Chie Satonaka/Data|214B}}
{{!}}-
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{{Description|7|text=* Blows back and gives a small wall bounce, wall splats in the corner
{{Description|7|text=* Blows back and gives a small wall bounce, wall splats in the corner
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{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Chie Satonaka/Data|236C}}
{{#lst:BBTag/Chie Satonaka/Data|236C}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Chie Satonaka/Data|j.236C}}
{{#lst:BBTag/Chie Satonaka/Data|j.236C}}
{{!}}-
{{!}}-
{{Description|7|text=* Has potential uses in some combos.  
{{Description|7|text=* Has potential uses in some combos.  
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{{#lsth:BBTag/Chie Satonaka/Data|214C}}
{{#lst:BBTag/Chie Satonaka/Data|214C}}
{{!}}-
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{{Description|6|text=* Wall bounces midscreen, Wall splats in the corner
{{Description|6|text=* Wall bounces midscreen, Wall splats in the corner
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{{#lsth:BBTag/Chie Satonaka/Data|5P}}
{{#lst:BBTag/Chie Satonaka/Data|5P}}
{{!}}-
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{{Description|6|text=* Followup Black Spot wall bounces
{{Description|6|text=* Followup Black Spot wall bounces
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{{#lsth:BBTag/Chie Satonaka/Data|6P }}
{{#lst:BBTag/Chie Satonaka/Data|6P }}
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{{Description|6|text=* Wall bounces, allowing you to pick it up with a combo
{{Description|6|text=* Wall bounces, allowing you to pick it up with a combo
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{{#lsth:BBTag/Chie Satonaka/Data|4P }}
{{#lst:BBTag/Chie Satonaka/Data|4P }}
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{{Description|6|text=* Solid assist for close range pressure resets.  
{{Description|6|text=* Solid assist for close range pressure resets.  
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{{#lsth:BBTag/Chie Satonaka/Data|236BC}}
{{#lst:BBTag/Chie Satonaka/Data|236BC}}
{{!}}-
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{{Description|6|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out
{{Description|6|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out
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{{#lsth:BBTag/Chie Satonaka/Data|214BC}}
{{#lst:BBTag/Chie Satonaka/Data|214BC}}
{{!}}-
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{{Description|6|text=* Pressing B+C will result in A Power Charge: one level and short recovery.
{{Description|6|text=* Pressing B+C will result in A Power Charge: one level and short recovery.
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{{#lsth:BBTag/Chie Satonaka/Data|j.236BC}}
{{#lst:BBTag/Chie Satonaka/Data|j.236BC}}
{{!}}-
{{!}}-
{{Description|6|text=* j.214B+C results in C Agneyastra: Meteors go half screen
{{Description|6|text=* j.214B+C results in C Agneyastra: Meteors go half screen
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{{#lsth:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}
{{#lst:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}
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{{Description|6|text=* 2 fists come raining down instead of just one
{{Description|6|text=* 2 fists come raining down instead of just one
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{{#lsth:BBTag/Chie Satonaka/Data|222BC}}
{{#lst:BBTag/Chie Satonaka/Data|222BC}}
{{!}}-
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{{Description|6|text=* Doesn't directly combo from grab.
{{Description|6|text=* Doesn't directly combo from grab.
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==Navigation==
==Navigation==
{{#lsth:BBTag/Chie Satonaka/Data|Links}}
{{#lst:BBTag/Chie Satonaka/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/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.}}
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/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}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Chie Satonaka]]
[[Category:Chie Satonaka]]

Revision as of 06:43, 6 March 2020

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

Overview

"Have a taste of our combination attack!"

Backstory

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

Playstyle

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

Strengths/Weaknesses

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

Persona: Tomoe


Normal Moves

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

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

4AAA
  • Jump cancellable on second hit only
4AAAA
  • It's safe on block

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

5A
5A
BBTag Chie 5A.png
BBTag Chie 5AA.png
BBTag Chie 5AAA.png
BBTag Chie 5AAAA.png
Template:AttackDataHeader-BBTag
5A
  • Jump cancellable.
5AA
  • The Second hit vacuums, pulling the opponent closer
  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.
5AAA
  • The move won't true blockstring with 5AA
5AAAA

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

5B
5B
BBTag Chie 5B.png
BBTag Chie 5BB.png
Template:AttackDataHeader-BBTag
5B
  • Go to poke
  • Dash Cancelable

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

5BB
  • Good for combos
  • Isn't a true blockstring
  • Total of 2944 Damage.

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

5C
5C
BBTag Chie 5C.png
Template:AttackDataHeader-BBTag

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

2A
2A
BBTag Chie 2A.png
Template:AttackDataHeader-BBTag
  • Can low profile some standing pokes
  • Can be chained into 4A and 5A up to 2 times
  • Can chain into itself

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

2B
2B
BBTag Chie 2B.png
Template:AttackDataHeader-BBTag
  • Good Anti-Air
  • Moves Chie forward

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

2C
2C
BBTag Chie 2C.png
Template:AttackDataHeader-BBTag
  • Jump cancelable

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

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

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

j.B
j.B
BBTag Chie jB.png
Template:AttackDataHeader-BBTag
  • Good for jump ins and whiff punishing
  • Good defensive normal
  • On Air Counter Hit, it has a large amount of untech time.
  • Reverse beats into j.A
  • Can be used as an instant overhead on Tager and Hakumen.

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

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

j.C
j.C
BBTag Chie jC.png
Template:AttackDataHeader-BBTag
  • A good option for ending air combos
  • Gives hard knockdown

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


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Chie GroundThrow.png
C'mere
Template:AttackDataHeader-BBTag
  • Can convert it into a combo by linking 2A > 5b
High Counter
High Counter
5A+D (Air OK)
BBTag Chie HighCounter.png
BBTag Chie HighCounter2.png
Template:AttackDataHeader-BBTag
Ground Catch
Ground Attack
Air
  • Air version will always have the followup attack come out
  • Not air unblockable.
  • 11f total startup with jump included
  • Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.



Skills

Rampage
Rampage
236A (Air OK)
BBTag Chie Rampage.png
BBTag Chie SkullCracker.png
BBTag Chie DragonKick.png
Template:AttackDataHeader-BBTag
Ground
236A
Air
j.236A
  • Only the first move can be performed in the air.
Skull Cracker
236A > A/B/C

Overhead, automatic second hit followup

Dragon Kick
236A > A/B/C > A/B/C
  • Not air unblockable anymore
  • Total of 4058 Damage.
Dragon Kick
Dragon Kick
236B (Air OK)
BBTag Chie DragonKick.png
Template:AttackDataHeader-BBTag
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
  • Always gives a hard knockdown
  • Does a decent amount of damage

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

Herculean Strike
Herculean Strike
214A/B
BBTag Chie HerculeanStrike.png
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A
  • Good ground combo ender
B
  • Blows back and gives a small wall bounce, wall splats in the corner
  • Can be canceled into Dragon Kick
  • The B version travels 90% of the screen and can be used as a long range whiff punish in some situations.
  • On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B


Extra Skills

EX Dragon Kick
EX Dragon Kick
236C (Air OK)
BBTag Chie DragonKick.png
EX Flying Lesbian
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Ground
Air
  • Has potential uses in some combos.
  • Chie does a short run during the grounded version of this move, making the startup time longer.
  • The air version has less startup than the grounded version
  • Goes a further distance than standard Dragon Kick
  • Does a lotta of damage

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

EX Herculean Strike
EX Herculean Strike
214C
BBTag Chie HerculeanStrike.png
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  • Wall bounces midscreen, Wall splats in the corner
  • Plus on block
  • Can be canceled into Dragon Kick


Partner Skills

5P
5P
Herculean Strike
BBTag Chie HerculeanStrike.png
BBTag Chie 5AAAA.png
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  • Followup Black Spot wall bounces
  • Followup Black Spot Hit only comes out on hit

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

6P
6P
Dragon Kick
BBTag Chie DragonKick.png
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  • Wall bounces, allowing you to pick it up with a combo
  • Great to use for active switch crossups

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

4P
4P
P4A 2D
BBTag Chie 5DD.png
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  • Solid assist for close range pressure resets.


Distortion Skills

God's Hand
God's Hand
236B+C
BBTag Chie GodsHand.png
The original Navy Pressure
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  • Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out

No longer an overhead.

Power Charge
Power Charge
214B+C
BBTag Chie PowerCharge.png
Congratulations, you're dead
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  • Pressing B+C will result in A Power Charge: one level and short recovery.
  • Holding B+C will result in B Power Charge: two levels and long recovery.
  • Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.

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

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

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


Distortion Skill Duo

God's Hand
P during Main Character's Distortion Skill
BBTag Chie GodsHand.png
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  • 2 fists come raining down instead of just one

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


Astral Heat

Galactic Punt
222B+C
BBTag Chie GalacticPunt.png
Trial of the Dragon
BBTag Chie GalacticPunt2.png
"Be water, my friend."
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  • Doesn't directly combo from grab.
  • Can combo into it after 5bb or Skull Cracker

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


Roadmap

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Navigation

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