BBTag/Chie Satonaka

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

 Chie Satonaka Chie is a close range and high damage character that is able to keep her offensive pressure going through a good use of pressure resets, jump cancels and setting up mix up opportunities with j.C. She has the highest damage ceiling in the game by utilizing her power charge super. Chie might be lacking in neutral compared to her peers but she has more than enough tools to compete, especially with the help of assists.

Pros
Cons
  • Great damage potential without meter.
  • Highest damage potential in the game with meter.
  • Good corner game.
  • Strong close range pressure.
  • Getting in range to actually execute on that pressure and damage potential can be hard.
  • Very reliant on assists and meter to use her full potential.
  • Stubby normals.


Chie Satonaka
BBTag Chie Satonaka Portrait.png
Power Charge
Chie's Power Charge gives all of her attacks a signifitcant damage increase, capable of doing enough damage every character during Cross Combo.

Normal Moves

4A

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4A
4AA
4AAA
4AAAA

  • 5A is jump cancellable
  • 5F start up that hits crouching

  • Jump cancellable

5AA hits six times and can be cancelled at anytime on block or hit. If 4AA whiffs you will be stuck until the animation finishes and very punishable.


  • 5AAA is jump cancellable on second hit only

  • It's safe on block
  • Can cancel into Cross-Raid

Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. While her 4A is good, the follow ups are overshadowed by her 5A follow ups. 4A auto combo has a niche use as being a very fast way to activate Cross-Raid.

5A

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5A
5AA
5AAA
5AAAA

  • 5A is jump cancellable.

  • The Second hit of 5AA vacuums, pulling the opponent closer
  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.

This move is a great place to set up j.C mix ups or reset pressure. As it frame traps into 5AAA, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset.


  • 5AAA won't true blockstring with 5AA

  • 5AAAA can cancel into Cross-Raid

Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. Same ender as 4AAAA, though the other hits are different.

5B

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5B
5BB

  • Dash Cancelable, Dash Cancel frame data within brackets []

5B is Chie's longest reaching ground poke. It's fast and has good reach both horizontally and vertically, being able to stuff opponents trying to approach on the ground and with instant air dashes. Though it can be risky to throw out because of the very long recovery her 5B has. Tomoe can be hit during startup so there is a risk of having your persona broken when challenging your opponents moves in neutral. Aim to stop an opponent from poking, jumping or retreating.


  • Dash Cancelable, Dash Cancel frame data within brackets []
  • Good for combos
  • Isn't a true blockstring
  • Total of 2944 Damage.

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

5C

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

2A

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  • 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

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  • Good Anti-Air
  • Moves Chie forward
  • Can be jump canceled, even on block!

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

2C

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  • Jump cancelable

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

j.A

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j.A
j.AA

  • Good air to air normal

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


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

j.B

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  • 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

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This move got reworked during patch 1.5. Now instead of a combo tool, it's a pressure tool that sets up a gapless high/low mix up and can also be used in neutral to great effect. The move has long start up but you recover before the active frames end! An example block string to set up this mix up point would be 5AA > jump cancel > j.C. If the opponent did not anti air your jump cancel they will be blocking j.C while you're falling to the ground, this gives you the option to either fall down and hit them low with 2A or air dash towards them right before landing and hit them high with j.A. As the move is active after you recover, it's possible to use it in neutral as a sort of wall. Beware though, as Tomoe can still get persona broken and so it is possible for your opponent to force their way through your Tomoe barrier.


Universal Mechanics

Ground Throw 5B+C

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  • Can convert it into a combo by linking 2A > 5b

High Counter 5A+D (Air OK)

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Ground Catch
Ground Attack
Air

  • Air version will always have the followup attack come out
  • Not air unblockable.
  • 11f total startup with jump included
  • Sometimes opponents will fall out of this DP when it hits and may even be able to punish Chie for it. In rare cases it's even possible for the DP activation to completely miss the opponent.



Skills

Rampage 236A (Air OK)

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Ground
236A
Air
j.236A
Skull Cracker
236A > A/B/C
Dragon Kick
236A > A/B/C > A/B/C

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

The followup is an overhead


Dragon Kick 236B (Air OK)

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Ground
Air

  • This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
  • Shoots you at a 45 degree angle in the air
  • Under certain circumstances Chie can combo off this move without an assist
  • Does a decent amount of damage

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

Herculean Strike 214A/B

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A
B

  • Good ground combo ender

  • B version blows back and gives a small wall bounce, wall splats in the corner
  • Can be canceled into Dragon Kick
  • The B version travels 90% of the screen and can be used as a long range whiff punish in some situations.
  • On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B
  • Can be plus on block if spaced correctly


Extra Skills

EX Dragon Kick 236C (Air OK)

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Ground
Air

  • Chie does a short run first, making the startup time considerably longer
  • Goes further than standard Dragon Kick
  • Chie recovers in the air
  • Possible to combo into from grounded 5B CH (character specific)

The longer startup makes it harder to connect in combos than standard Dragon Kick, but as it recovers in the air it's much easier to convert from. It's even possible to combo straight into EX Dragon Kick for massive damage. As Chie recovers in the air, this move is also a lot less risky to throw out in neutral than standard Dragon Kick.


  • Goes further than standard Dragon Kick
  • Chie recovers in the air
  • Limited to one use per jump

The air version is identical to the ground version, except that there's no extra run animation making it a lot faster. You can also only use it once per jump but it's possible to use standard Dragon Kick right after using EX Dragon Kick.

Both versions of EX Dragon Kick are useful for combos and can do ludicrous amounts of damage when used with power charge.

EX Herculean Strike 214C

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


Partner Skills

5P Herculean Strike

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  • Followup Black Spot Hit only comes out on hit

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

6P Dragon Kick

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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 P4A 2D

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Very strong pressure assist. As this assist attacks with Chie's persona, all the hits will connect even if your opponents try to pushblock it.


Distortion Skills

God's Hand 236B+C

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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 214B+C

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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.
  • SB Power Charge also has full invulnerability.

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

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

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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.

Nice for corner pressure

As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it.


Distortion Skill Duo

God's Hand P during Partner's Distortion Skill

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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

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

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



External References

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.