P4U2R/Chie Satonaka

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Overview
Overview

Chie is a rushdown heavy character that uses her speed and pressure tools to overwhelm her opponent's defenses. She also has very high damage potential starting from just about any starter.

She is also character who needs contributors to write a full overview summary about her.

Pros
Cons
  • High Speed: Chie has fast movement and fast normals, lending her a surprisingly decent neutral game and excellent pressure.
  • ToD Potential: Her damage with meter is easily some of the highest in the game, especially in the corner and with her Shadow version.
  • Excellent Supers: Chie has very useful Supers for resetting pressure or extending combos and is good at spending meter in general.
  • Functional without Persona: Chie's basic pressure and neutral, while certainly weakened, are fairly functional even when Persona Broken or silenced, and her combos can stall for full Persona Break recovery.
  • Universal DP: Her universal DP is a below-average counter. Her ability to convert resources into damage, however, can make DP conversions hurt when they do work
  • Resourceless Damage: Chie's meterless mid screen damage is pretty lacking and her damage without meter in general is below average.
  • Short Normals: The speed of her normals is offset by her overall stubby reach.
Many characters have unique mechanics to play around. Chie's mechanic is that she can smash your face in
P4U2R Chie Satonaka Nameplate.png
P4U Chie Portrait.png
Health
9,500
Backdash
19F (1~6F Inv All)
Persona Cards
3
Combo Rate
60%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (5F)
Reversal Type:Counter
Fatal Starters:214C/D, All Skills & SP Skills during 236236A, all moves during 236236B
Fatal Recovery:Any moves that put this character in a state where any Counter Hit will force a Fatal Counter.B+D (whiffed catch)


Starter Guide


Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 180 All 5 3 8 -1 Body
5AA 260×2 All 7 3(3)6 11 -2 Body
5AAA 400×3 All 10 2(12)3(10)3 19 -5 Body

5A
  • Notably short reach.
  • Amazing pressure tool.
  • Gatlings into itself 3 times (but may not reach if delayed).
  • Hold [4] to prevent gatlings into 5AA.

This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's 5A stagger pressure.


5AA
  • Hits twice.
  • Vacuums on hit and block.

Another great pressure reset point, as it's very safe, has plenty of gatling options, and pulls opponents back towards Chie. Great for hitconfirming 5A and stabilizing air confirms


5AAA
  • Wallbounces on hit.

Combos into 236B, which allows Chie to greatly extend midscreen autocombos for excellent corner carry unlike her Shadow version. Also links into microdash 5A, although that's of less utility in this version due to the aforementioned 5AAA > 236B combo.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 180 All 5 3 8 -1 Body
5AA 250×6 All 9 2(4)2(4)2(4)2(4)2(4)2 21 -8 Body
5AAA 600×2 All 5 3, 3 15 -3 Body

5A
  • Notably short reach.
  • Amazing pressure tool.
  • Gatlings into itself 3 times (but may not reach if delayed).
  • Hold [4] to prevent gatlings into 5AA.

This move is godlike for pressure because it recovers so fast. It's only very slightly minus, so microdashes afterwards can be safe to opponents mashing. Anyone with a 7f jab or slower will have an incredibly difficult time trying to mash out of Chie's 5A stagger pressure.


5AA
  • Unsafe on block.
  • Autocombo will drop if full attack animation of 5AA goes through; it must be canceled early into 5AAA

A very awkward comboing tool due to awkward knockback and hitstun on intermediate hits. Doesn't see much use except in autocomboing, and doesn't even do a particularly good job there.


5AAA
  • Notably short reach.
  • Vacuums on hit and block.

Doesn't see much use outside autocomboing for meter. Does not automatically go into 236A unlike previous versions.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 Low 7 2 12 -3 Foot

  • Gatlings into itself 3 times.
  • Gatlings into itself on whiff.

Crouching, low-hitting kick. It's arguably Chie's best poke, as it low profiles several other pokes and jumpins and has better range than 5B. Additionally, it's Chie's most important low: it's used often in stagger pressure and it's the low used in her mixups.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
550 All 7 4 18 -7 Body

  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block

Quick high heel kick. Great starter, leads to some of Chie's most damaging combos; also a reasonable poke at closer ranges, though it has less range than 2A.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 Air Unblockable 10 2 30 -17 Body 8~11 H

  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block

High vertical anti-air kick. Air unblockable. On hit forces stand against crouching opponents. Moves Chie forward substantially and maintains dash momentum.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 5 4 10 Head

  • Gatlings into itself.
  • Has a hitbox behind Chie, but isn't useful for crossups.

Quick aerial palm strike. Situational air to air. Hits overhead, but small hitbox and low hitsun makes it not as favored as j.B. The 3f less startup can come in handy occasionally though

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 High 8 3 13 Head

  • Very short total duration.

Quick jump kick that hits overhead.

j.2B and j.BB

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.BB 600 High 7 3 15 Head
j.2B 600 High 9 3 12 Head

j.BB

j.BB is mostly used in low to the ground air dash j.BB mixups from a 5DD/2DD setup in the corner. Also combo filler in air-to-airs to adjust vertical spacing


j.2B

j.2B is a command normal version of j.BB. Mostly used in aerial combos before going into an air Rampage, or safejumps for more blockstun than j.B. Also hits overhead.

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 H 26 1 32 -14 Body 10~26 Guard Strike

  • Airborne frames 9-25

Chie does a front flip before slamming her heel down on her opponent. Mainly used as a corner combo ender after the opponent is frozen. The airborne frames let this move be a cheeky throw bait, although it loses to some throw tech OSes. Really funny way to punish Elizabeth/Margaret Furious Action

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 Low 9 3 20 -8 Foot 4~11 C

Good combo ender for setting up safe jumps. With resources becomes a valuable launcher in Chie's midscreen combo game, typically via 2A+B > 214A > 214D > 236236A > 5C.


Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 All 12 3 31 -16 Body Persona 1~Until Active All

  • Dash Cancel is -3 on block.
  • Can be displaced.

Decent mid-range poke for Chie. Useful in corner pressure since it can be dash/jump canceled. Can be used to trade favorably with certain long-range pokes, but it shouldn't be relied on too heavily.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600×2 All 19 3(7)2 20 -5 Body Persona 1~Until Active All

  • Dash Cancel is -3 on block.
  • Applies Freeze on the first hit.

Mostly used in some of Chie's higher damaging combos due to the freeze effect giving more time to follow up with stuff you normally wouldn't be able to. As a poke, it's safe on block, and can be awkward to punish on whiff for some characters, but probably shouldn't be overused.

5D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 50x3, 1150 All 39 2(3)2(6)2(11)3 Total 61 +20 Body
5DD 50×3, 50×15, 200 All 39 2(3)2(6)2(7)2×15(9)3 Total 61 +63 Body

5D
  • Not used often by itself.

Very slow spear attack. Last hit causes launch, but is not incredibly useful, as the startup makes it very difficult to combo into. Almost exclusively canceled into 5DD oki for certain corner okizeme setups


5DD
  • More advantageous oki tool than 2DD, but the slower startup allows it to be challenged in certain setups

Standing version is slower but makes Tomoe move forward. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.

Note that the 2nd D can be delayed slightly to get a few more (3 max?) frames of advantage but it's a bit tricky so it's not critical to go for.

2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D 50, 1050 All 26 7(11)3 Total 56 +8 Body
2DD 50, 50×15, 200 All 26 2(7)2×15(9)3 Total 56 +40 Body

2D
  • Not used often by itself.

Fairly slow spear attack. Last hit causes wallbounce launch, which plays a role in a few situational corner confirms. Generally canceled into 2DD for combos or oki for certain okizeme setups


2DD
  • More reliable, but less advantageous oki tool than 5DD
  • Good confirm off CH 5B.

Starts-up immediately but Tomoe will stay in place. Using this after knocking the opponent down will force them to block, leaving Chie free to go for a mixup or other setups. Tomoe can be hit if the opponent wakes up at the correct time or if they use their Furious Action.

Note that the 2nd D can be delayed slightly to get a few more (2 max?) frames of advantage but it's a bit tricky so it's not critical to go for.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 11 4 11 Body Persona 1~Until Active All

  • Does not have the Head property, making it beat anti-airs consistently.
  • Does not hit overhead.
  • Can be displaced.
  • 0 on block if not canceled into landing or anything else.

Tomoe slashes in midair. A move with a surprising amount of utility. Respectable in air-to-air situations, leading to good damage on counter hit. Also has a slight reverse hitbox and low vertical hitbox, which can lead to ambiguous crossups against grounded opponents with IADs or airturns. Halts Chie's downward momentum which can sometimes cause AA's to whiff. Instant j.C also sees utility against grounded throw tech or low hitbox moves. The Persona displacement can let you be obnoxious in the corner. Honestly, not enough can be said about this move as it's arguably one of Chie's top 3 best normals.

j.D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
100×12, 450 All 24 2×12(13)3 Total 52 Head

  • Holding 4, 8, or 2 with j.D changes where Tomoe appears.
    • 5 sends Tomoe mainly forward (6 is identical to 5)
    • 8 sends Tomoe high and a bit forward (9 is identical to 8)
    • 4 sends Tomoe only slightly forward and slightly downward (7 and 1 are identical to 4)
    • 2 sends Tomoe more forward and more downward (3 is identical to 2)
  • Combo extender and situational combo ender.

Tomoe leaps up and spins her spear, followed by a downward thrust which causes knockdown. Primarily used in combos, but j.2D and j.5D can be useful for covering your approach or retreat. At certain heights, Chie can combo into j.8D, land, and pick up with 5A/5B into an extended combo.


Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,0,1400 Throw 5 3 23 Throw

  • Combos with Shadow Frenzy or OMC or supers when she hits the ground.
  • Inputting as 4C+D stays same side.
    • 4C+D swaps sides if cancelled with one of the above.

Chie's throw is important to her stagger pressure as it gives another incentive for her opponent to mash. As of 2.0 only combos with resource usage, but can be canceled into A Power Charge for simple followups

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,1600 Throw 4 3 12 Throw

  • Chie falls with the opponent, so followup pressure/combos are consistent.

An air throw that ends with Chie slamming them directly down into the ground, giving good positioning to start pressure. You can OMC and convert it into a combo if you have meter.

Counter

B+D (air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD Catch Total 24 1~9 Guard All
BD Attack 500, 300×4 Low, All 7 2(10)2(6)2(6)2(6)2 18+15L -24 Body 1~19 All
j.BD 320×4 All 6 2(6)2(6)2(6)2 Until L+15 Head 1~7 All

B+D
  • Counter Furious Action.
    • Counters throws.
    • Super cancelable on successful counter until landing (Can super cancel the first hit grounded and the subsequent aerial hits into Agneyastra)
    • First hit is a low.
  • Fatal Recovery during catch (normal counterhit recovery if followup kicks get blocked)

Chie summons a shield, and if hit or grabbed she'll kick in the air diagonally upward. Starts up and recovers quickly, but the counter isn't active for long. This makes it harder to time than most other Furious Actions. Can be spammed to force awakening, giving Chie 50 SP and access to Agneyastra. Keep in mind that Chie is in Fatal Recovery state during recovery.


j.B+D
  • Skips straight to the kicks.
  • Does not knock down.

Air version does the kicks immediately, and has full invincibility on startup.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 15 6 30 -19 Body 1~?? Guard All

  • Why'd they make it 5B.

Chie's Guard Cancel Attack. It utilizes Chie's 5B animation, and knocks the opponent away on hit. It has limited practicality due to its awful range.


Skill Attacks

Rampage

236A/B (air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 200×3 All 11 2(6)3(6)3 3+17L -8 Head
j.236A 200×N All 6 2(6)3(6)3... 17L -8 Head
236B 200×5 All 19 2(6)3(6)3(6)3(6)3 1+13L +2 Head
j.236B 200×N All 9 2(6)3(6)3... 13L Head
236AB 200×6 All 12 2(4)2(4)2(4)2(4)2(4)2 11L +6 Head
j.236AB 200×N All 7 2(4)2(4)2... Until L+11 Head

A short flurry of jump kicks; Mostly used in combos. Causes fatal counter while power charged


A Version

Main corner combo extender, 236A~236A gives a launch that links into 5B from any ground normal starter except 2A. Repeatedly pops airborne opponents up and out of its hits, so avoid using on launched opponents.


B Version

Useful as a crouch confirm early in combos or as a combo ender later in combos. Combos more reliably on airborne opponents than 236A.


SB Version

SB has the startup of A Rampage with the damage of B Rampage, plus extra kicks. Can link 5A after. Very plus on block, nice tool to reset pressure. Holding a direction for the air version will adjust Chie's trajectory slightly. Air version maintains Chie's air momentum which means low to the ground it'll immediately end and be cancelable into Skull Cracker for an "instant" overhead

Skull Cracker

236A/B after Rampage

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Rampage > 236A 400, 200 High, Low 6 2(9)3 26 -12 Body, Foot
Rampage > 236B 500, 300 High ,Low 10 2(9)3 21 -7 Body, Foot
Rampage > 236AB 500, 500 High ,Low 5 2(9)3 21 -7 Body, Foot

  • First hit is an overhead, second hit is low.
  • Cancels into 214A/B/A+B, 214C/D/C+D, and 236C/D/C+D.

A key launcher in Chie's combo toolkit. In a blockstring, Skull Cracker can be used as a high option from Rampage, but the low option (Rampage OMC 2A) requires 50 meter to be truly ambiguous.


A Version

The A version mainly sees use as a followup to A Rampage on standing opponents as a launcher, which really opens up a lot of corner combo routing.


B Version

B version better for combos due to higher float, better recovery, and longer hitstun leading to better extensions. Doesn't combo after A version of Rampage on standing opponents (except on CH A Rampage starter or Fatal Counter), allowing for a reset.


SB Version

SB is mostly not used unless you have meter to burn to add damage to a combo. It's the only one that's frametight after A Rampage, but that aspect rarely comes into play.

Dragon Kick

Persona Required 236C/D (air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 2000 All 18 12 23+15L -35 Head
j.236C 1600 All 14 12 Until L+15 Head
236D 2500 All 30 18 23+15 after landing Head
j.236D 2000 All 17 16 15L Head
236CD 2500 All 30 12 9+9L Head
j.236CD 2000 All 13 12 9+9L Head

  • Extreme damage.
  • C version wallbounces everywhere. D version launches far horizontally and only wallbounces in the corner
  • SB version launches straight up and Chie recovers in the air, allowing for another Dragon Kick.

Tomoe launches Chie in the air for a flying kick. High damage, usually used as a combo ender. Occasionally useful as a surprise, a method to punish unsafe moves in the air, or a desperate-and-not-ideal corner escape option (mainly j.236C+D). Can follow up with another Dragon Kick in the air after using SB version. In the corner can be canceled into OMB to squeeze out a bit more damage in a combo (SB version can be reliably OMBed anywhere)

Herculean Strike

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 600 All 11 6 23 -11 ~ -6 Chest
214B 1000 All 25 9 21 -8 ~ +0 Chest 1~20 T
214AB 1000, 1100 All 17 10,1 15 +3 Chest 7~27 P
1~14 T

  • Cancels into 214C/D/C+D, and 236C/D/C+D.
  • B and SB versions are throw invuln starting from frame 1 through a good chunk of the startup (although not through to active frames)

A forward lunging palm strike. B and SB versions travel backwards first.


A Version

Typically used as a combo ender midscreen for Chie's smaller and simpler combos. Leads to easy safejumps with 9j.B (whiff) > j.2B.


B Version

Combo extender after Skull Cracker in the corner. Launches high enough for 5C to link after in the corner and combos can be extended from there.


SB Version

Plus on block, making it a valid means to reset pressure. It's somewhat better for this than SB Rampage because the single, quick hit isn't as easy a point to guard cancel out of as Rampage, as well as properly leading to combos on airborne opponents. For example, 2A+B > 214A+B is a common string to reset pressure on block and combo on hit. Note that 2A+B > 214A+B only works with sweep starter, with dash momentum in a short string, or on Kanji. It's also projectile invul starting on frame 7 and going through active frames, which makes it an anti-zoning tool that must be considered by the opponent

Black Spot

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 1000 All 13 [11] 12 24 -7 Projectile+Chest
214D 1200 All 26 [22] 12 18 +5 Projectile+Chest
214[D] 1200 All 55 [51] 12 11 +12 Projectile+Chest
214CD 1400 All 21 12 15 +5 Projectile+Chest 9~32 Guard Strike

  • Attack is based on Tomoe's position and will not autocorrect direction (Tomoe will Black Spot away from the opponent if on the other side)
  • C and D versions are slightly faster if canceled into from other specials
  • C version Dash Cancel is -6 on block
  • D and SB version Dash Cancel is +0 on block
  • Charged D version Dash Cancel is +7 on block
  • D version gains charged property after additional 9 frames of charging (35 [31] frames) and can be charged to a max of 55 [51] frames

Chie and her Persona do a double palm attack. Fatal starter. SB version has super armor on frames 9-32, shielding Chie from attacks. In combos, can be canceled into A Power Charge into 5C for common metered combo extensions. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and is very good at covering lots of space (vertical space in particular) in neutral. Chie's best combo starter in certain situations or with lots of meter to spend.


SP Skill Attacks

Power Charge

236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A Total 5+(50 Flash)+0 5~5 All
236236B 5 Total 5+(50 Flash)+20 1~5 All
236236AB Total 5+(50 Flash)+30 1~5 All

  • Each level of Power Charge has a certain number of charges, as well as a damage boost.
  • Charges are consumed by special moves, supers, 5AA, 5AAA, AoA, Sweep, and all B normals (multihit moves only consume 1 charge).

Chie charges up, boosting the damage of the aforementioned moves and adding 25% chip damage to all affected moves. Each usage sets the charge count to the max of that level (so going to Level 3 with more than 5 charges will lose you charges). Using God's Hand or Agneyastra consumes all remaining charges.


A Version

Adds 1 level of Power Charge. Useful in combos or pressure as a sort of "extra" OMC, since it can be canceled into from virtually anything and has only 5 total frames. In addition, it freezes the screen, so you can use it when you are disoriented to get your bearings, or to tell if you have clearance to go for a throw/punish a move with long startup/etc. Very useful.

Power Charge Level 1
  • 1.2x damage boost
  • 9 Charges max
  • Specials and supers gain Fatal Starter property

B Version

Adds 2 levels of Power Charge. Similar to the A version, but the additional level adds even more damage, and is critical for most damage routes to have enough meter to use a Level 3 charged super. Has longer recovery time so it is usually used during combos; the invuln time isn't worth relying on.

Power Charge Level 2
  • 1.4x damage boost
  • 9 Charges max
  • All affected moves gain Fatal Starter property

SB Version

Adds 3 levels of Power Charge, which makes the multiplier jump up drastically. Due to the long recovery time, it's rarely used outside of specific combos/setups.

Power Charge Level 3
  • 2.0x damage boost
  • 5 Charges max

God's Hand

Persona Required 236236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2500 High 4+(50 Flash)+10 6 Total 61 -16 Body 1~22 All
236236D 2800 High 4+(42 Flash)+18 6 Total 69 -16 Body 1~30 All
236236CD 2000, 800 H 4+(42 Flash)+18 6(27)6 Total 102 -16 Body 1~30 All

Tomoe summons a giant golden fist from the heavens that slams down onto the opponent. This is one of Chie's best combo enders when going for damage. Hits overhead for some reason.


C Version

Faster than the D version and puts the fist in front of Chie; Can also be used as a strong reversal.


D Version

Puts the fist mid screen and adds more damage.


SB Version

SB God's Hand causes 2 fists to come down, one after the other to add a bit more damage. With 125 meter or Shadow Frenzy active, can be OMCed for a high/low unblockable (236236C+D(1) > OMC > 5A > 2A+B)

Awakened SP Skill Attacks

Agneyastra

Persona Required 214214C/D (air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 500×10 All 11+(40 Flash)+9~ P(10)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(10)P Total 35 Projectile 1~12 All
214214D 500×10 All 11+(41 Flash)+15~ P(10)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(10)P Total 34 Projectile 1~11 All
214214CD 500×12 All 15+(41 Flash)+7~ P(5)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(5)P(10)P(5)P 34 Total Projectile 1-11 All

  • Agneyastra instantly ends if Chie/Tomoe gets hit.
  • C Version puts meteors close to Chie.
  • D Version makes the meteors come down at a full screen distance away.
  • SB Version has the meteor raining down towards Chie.
  • Distance and orientation is actually based on Tomoe's position, but this rarely comes into play

Tomoe causes a large swarm of Meteors to rain from the sky. If you're using it as a projectile to cover your approach, usually you'll have to use Agneyastra twice due to its relatively short duration. Agneyastra is commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand. 236D > j.214214C deals very high damage, especially when combined with Power Charge.

Particularly useful for Shadow Chie, as most of her combos will build the 50 meter required to use this. If she hasn't used 2C in the combo, she can combo into it from Agneyastra use the Freeze to restand the opponent into 5DD. This functionally loops into itself because Shadows build so much meter.


Instant Kill

Galactic Punt

Persona Required 222C+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
222CD K.O. All 13+(30 Flash)+51 15 73 -62 Projectile, Body 1~89 All

Tomoe summons a large stream of energy to knock her opponent airborne. On the way down, Chie then raises her power level over 9000 to deliver a powerful kick that launches her opponent into outer space! She then quotes Bruce Lee and the battle is over.


External References


Navigation

 Chie Satonaka



To edit frame data, edit values in P4U2R/Chie Satonaka/Data.