|
|
Line 1,168: |
Line 1,168: |
| |hitbox=Chie/236236A | | |hitbox=Chie/236236A |
| |description= | | |description= |
| }}
| | Chie charges up, boosting the damage of her special moves. In addition, special moves will now FC on Counter Hit. This move is 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 (all of which have invincibility). 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. }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
| |header=no | | |header=no |
Line 1,187: |
Line 1,187: |
| |hitbox=Chie/236236A | | |hitbox=Chie/236236A |
| |description= | | |description= |
| }}
| | Puts Chie into level 2. Similar to the A version, but the charge adds an extra boost to damage. Has longer recovery time so it is usually used during combos or after a counter hit. }} |
| {{AttackData-P4AU | | {{AttackData-P4AU |
| |header=no | | |header=no |
Line 1,206: |
Line 1,206: |
| |hitbox=Chie/236236A | | |hitbox=Chie/236236A |
| |description= | | |description= |
| *List what the move is used for
| | Puts Chie into level 3, adds an even bigger damage boost. Due to the long recovery time it's rarely used outside of specific combos/setups. |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Introduction
P-1 Climax Nickname: "The Carnivore that Discarded Womanhood"/"Spunky Dragon with Deadly Legs!"
Persona: Tomoe
Arcana: The Chariot
Backstory:
- Chie Satonaka is the resident "kung fu" expert in Persona 4: Arena. Chie is an energetic tomboy with a short temper, loves kung fu movies, and best friends with Yukiko. Chie's inner struggle is the resentment of constantly being compared to Yukiko who is considered feminine, while Chie is viewed as a tomboy; she overcomes this struggle with the help of the team. In Persona 4: Arena, Chie fights with martial arts and her Persona is Tomoe.
Overview
Pros/Strengths:
- Fast movement
- Fast Normals
- High Damage Output potential, especially in the corner and with her Shadow version
- Very useful Supers for resetting pressure or extending combos
Cons/Weaknesses:
- Below average DP
- Low meterless mid screen damage
- Short range
- Poor defensive options
Play-Style:
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.
External References:
Move List
Normal Attacks
5A (Normal)
5A Normal
5A. 5AA
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
180
|
All
|
5
|
3
|
6
|
0
|
Body
|
Short, slightly angled jab that hits crouchers. It's a staple pressure tool, since it's 0 block; input it as [4]A during pressure to block DP attempts after you recover.
|
5AA
|
260, 130
|
All
|
8
|
3(3)6
|
11
|
-2
|
Body
|
Mostly used for hit confirming. Her new 5AA pulls the opponent back in towards her, making it a good a spot to sometimes reset pressure
|
5AAA
|
400, 200, 200
|
All
|
10
|
2(12)3(9)5
|
19
|
-5
|
Body
|
Her new 5AAA is kick that wall bounces. Mostly just used for auto combos route. It's also useful for CH combos on grounded opponents midscreen because you'll be able to connect 5A from the wall bounce and keep the combo going, giving more damage and corner carry.
|
|
5A (Shadow)
5A Shadow
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
180
|
All
|
5
|
3
|
6
|
0
|
Body
|
Short, slightly angled jab that hits crouchers. Staple stagger pressure tool; input it as [4]A during pressure to block DP attempts after you recover.
|
5AA
|
250, 125x5
|
All
|
9
|
2(4)2(4)2(4)2(4)2
|
21
|
-8
|
Body
|
Short flurry of multiple kicks. Mostly used for hitconfirming.
|
5AAA
|
600, 300
|
All
|
5
|
3, 3
|
15
|
-3
|
Body
|
Backwards cartwheel kick. Doesn't see much use outside autocomboing for meter.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
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.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200
|
L
|
7
|
2
|
12
|
-3
|
Foot
|
Crouching, low-hitting kick. It's arguably Chie's best poke, as it low profiles several other pokes 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. Cancels into itself on whiff.
|
|
2B
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
HA
|
5
|
4
|
10
|
-
|
Head
|
Quick aerial palm strike. Situational air to air. Hits overhead, but isn't as good for mixup as j.B. Cancels into itself, even on whiff.
|
|
j.B
j.2B and j.BB
j.2B and j.BB
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
j.2B
|
600
|
HA
|
9
|
3
|
12
|
-
|
Head
|
Command normal version of j.BB. j.2B is mostly used in aerial combos before going into an air rampage, also hits overhead.
|
j.BB
|
600
|
HA
|
7
|
3
|
15
|
-
|
Head
|
j.BB is mostly used in low to the ground air dash j.BB mixups from a 5DD/2DD setup in the corner.
|
|
Sweep
Sweep 2A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600
|
L
|
9
|
3
|
20
|
-8
|
Foot
|
Good combo ender for setting up safe jumps. If you have 50 meter, you can also cancel it into A Power Charge, then connect 5C to get a better combo on a grounded opponent midscreen.
|
|
Persona Attacks
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
All
|
12
|
3
|
31
|
-16
|
Body
|
- Dash Cancel is -3 on block
Decent mid-range poke for Chie. In Ultimax, it's been adjusted so that Tomoe appears a bit further back. This gives Tomoe less reach but it also makes her safer from attack as well. 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.
|
|
5D
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5D
|
200, 100x2, 900
|
All
|
43
|
2(3)2(6)2(11)3
|
61 total
|
-
|
Body
|
Very slow spear attack. Last hit causes launch, but is not incredibly useful outside of combos. Almost exclusively canceled into 5DD oki after B Skullcracker
|
5DD
|
200, 100x2, 30x15, 200
|
All
|
43
|
2(3)2(6)2(7)30[15 hits](9)3
|
61 total
|
-
|
Body
|
Tomoe spins spear. Standing version is slower but makes Tomoe move forward. Use while opponent is waking up (after B Skullcracker) and they will be forced to block, leaving Chie free to mix-up the opponent or go for other set-ups. Tomoe can be hit if the opponent wakes up at the correct time or if they F-Action.
Note that the 2nd D can (and usually should) be delayed to force the opponent to change their wakeup timing and allow Chie more time to pressure.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400,200
|
All
|
23
|
7(2)2
|
26
|
-11
|
Body
|
- Dash Cancel is -3 on block
- Freezes the opponent on 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.
|
|
2D
2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
2D
|
200, 900
|
All
|
26
|
7(11)3
|
56 total
|
+27
|
Body
|
Very slow spear attack. Last hit causes launch, but is not incredibly useful outside of combos. Almost exclusively canceled into 2DD oki after B Skullcracker
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
2DD
|
200, 50x15, 300
|
All
|
26
|
2(7)30[15 hits](9)3
|
56 total
|
+62
|
Body
|
Tomoe spins spear. Starts-up immediately but Tomoe will stay in place. Use while opponent is waking up (after B skullcracker in corner) and they will be forced to block, leaving Chie free to mix-up the opponent or go for other set-ups. Tomoe can be hit if the opponent wakes up at the correct time or if they F-Action.
Note that the 2nd D can (and usually should) be delayed to force the opponent to change their wakeup timing and allow Chie more time to pressure
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
All
|
11
|
4
|
11
|
-
|
Body
|
Tomoe slashes in midair. A move with a surprising amount of utility, and Chie's best air-to-air option. It actually has a deceptively massive forward hitbox (by Chie standards) and a scrunched hurtbox, and can be canceled into D Dragon Kick for easy damage. Against a grounded opponent, it allows for ambiguous crossups in combination with air turn, and halts Chie's downward momentum which can sometimes cause AA's to whiff. Note that it does not hit overhead.
|
|
j.5/4/2/8D
j.5/4/2/8D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
100, 50x11, 500
|
All
|
24
|
24[12 hits](13)3
|
52 total
|
-
|
Head
|
Tomoe leaps up and spins her spear, followed by a downward thrust which causes knockdown. Each version summons Tomoe at a slightly different point. Primarily used in combos, but j.2D and j.5D can be useful for covering your approach.
|
|
Universal Mechanics
Ground Throw
Air Throw
Air Throw j.C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0,1600
|
Throw
|
4
|
3
|
12
|
-
|
Throw
|
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
Counter B+D (air OK)
Air version automatically does the kicks
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Ground Catch
|
-
|
-
|
-
|
1-9 Catch
|
24 Total
|
-
|
-
|
Ground Attack
|
720, 190x4
|
Low, All
|
7
|
2(9)3(5)3(5)3(5)3
|
18+15 after landing
|
-24
|
Body
|
Air
|
320, 160x3
|
All
|
6
|
3(5)3(5)3(5)3
|
15 after landing
|
-
|
Head
|
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 f-actions. Can be spammed to force awakening, giving Chie 50 SP and access to Agneyastra.
Air version does the kicks immediately, and has full invincibility on startup.
|
|
Guard Cancel Attack
Guard Cancel Attack 6A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0
|
All
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Rampage
Rampage 236A/B (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
240,120*2
|
All
|
11
|
2(6)3(6)3
|
3+17 after landing
|
-8
|
Head
|
A short flurry of jump kicks; Mostly used in combos. Causes fatal counter while power charged
|
B ground
|
320,160*4
|
All
|
19
|
2(6)3(6)3(6)3(6)3
|
1+11 after landing
|
+2
|
Head
|
A higher flurry of jump kicks, safe on block.
|
SB ground
|
320,160*5
|
All
|
12
|
2(4)2(4)2(4)2(4)2(4)2
|
11 after landing
|
+6
|
Head
|
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.
|
A air
|
240,120*N
|
All
|
6
|
2(6)3(6)3...
|
17 after landing
|
-8
|
Head
|
B air
|
200,100*N
|
All
|
9
|
2(4)2(4)2...
|
11 after landing
|
-
|
Head
|
SB air
|
320,160*N
|
All
|
7
|
2(4)2(4)2...
|
11 after landing
|
-
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Skull Cracker
Skull Cracker 236A/B after Rampage
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400, 200
|
H,L
|
6
|
2(9)3
|
26
|
-12
|
Body, Foot
|
First hit is an overhead, second hit is low. Can be followed up with Dragon Kick or Black Spot. Can be replaced with 2A after Rampage for a good 50/50 situation. Good use of OMC during/after Skull Cracker can create powerful mixups, and or make the move safe.
|
B
|
800, 400
|
H,L
|
10
|
2(9)3
|
21
|
-7
|
Body, Foot
|
First hit overhead, second hit low. Good for combos or to set up 5DD/2DD oki in the corner. Doesn't combo after A version of Rampage, allowing for a reset.
|
SB
|
800, 400
|
H,L
|
5
|
2(9)3
|
25
|
-11
|
Body, Foot
|
First hit overhead, second hit low. Mostly not used unless you have meter to burn to add damage to a combo.
|
|
Dragon Kick
Dragon Kick 236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2000 (1800)
|
All
|
18 (14)
|
21 (17)
|
23 (23) +9 (9) after landing
|
-34 (0)
|
Head
|
D
|
3000 (2520)
|
All
|
30 (16)
|
18 (16)
|
23 (0) +9 (16) after landing
|
-31 (0)
|
Head
|
SB
|
2400 (2400)
|
All
|
30 (13)
|
17 (16)
|
4 (4) +9 (9) after landing
|
-2 (0)
|
Head
|
Tomoe launches Chie in the air for a flying kick. High damage, usually used as a combo ender. Occasionally useful as a surprise, or a method to punish unsafe moves in the air. Can follow up with another Dragon Kick in the air after using SB version.
|
|
Herculean Strike
Herculean Strike 214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
600
|
All
|
15
|
6
|
23
|
-14 ~ -9
|
Chest
|
A forward lunging palm strike.
A Version is typically used as a combo ender midscreen for Chie's smaller and simpler combos
|
B
|
1000
|
All
|
31
|
10
|
21
|
-11 ~ -3
|
Chest
|
B version covers more ground than the A version but doesn't currently see much use.
|
SB
|
900, 450
|
All
|
17
|
10,1
|
15
|
+3
|
Chest
|
SB version is + 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.
|
|
Black Spot
Black Spot 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
800
|
All
|
13
|
12
|
24
|
-7
|
Projectile, Chest
|
- Dash Cancel is -6 on block
|
D
|
1200
|
All
|
26
|
12
|
18
|
+2
|
Projectile, Chest
|
- Dash Cancel is -3 on block
|
SB
|
1400
|
All
|
21
|
12
|
26
|
-6
|
Projectile, Chest
|
|
|
Power Charge
Power Charge 236236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
-
|
-
|
-
|
5 Total
|
-
|
-
|
Chie charges up, boosting the damage of her special moves. In addition, special moves will now FC on Counter Hit. This move is 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 (all of which have invincibility). 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.
|
B
|
-
|
-
|
-
|
-
|
20 Total
|
-
|
-
|
Puts Chie into level 2. Similar to the A version, but the charge adds an extra boost to damage. Has longer recovery time so it is usually used during combos or after a counter hit.
|
SB
|
-
|
-
|
-
|
-
|
35 Total
|
-
|
-
|
Puts Chie into level 3, adds an even bigger damage boost. Due to the long recovery time it's rarely used outside of specific combos/setups.
|
|
God's Hand
God's Hand 236236C/D
|
|
Awakened SP Skill Attacks
Agneyastra 214214C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
520*N
|
All
|
11+~8
|
-
|
35 Total
|
-
|
Projectile, Body
|
Tomoe causes a large swarm of Meteors to rain from the sky. In Ultimax, the amount of meteors that rain down has been lessened. This makes it harder for Agneyastra to lockdown an opponent to cover an approach from full screen. If you're using it for this purpose, usually you'll have to use Agneyastra twice now to get the same effect. Agneyastra is now more commonly used as a means to boost the damage on midscreen combos since it's air OK unlike God Hand.
C verion puts meteors close to Chie
|
D
|
520*N
|
All
|
11+~14
|
-
|
34 Total
|
-
|
Projectile, Body
|
D version makes the meteors come down at a full screen distance away.
|
SB
|
520*N
|
All
|
11+~6
|
-
|
34 Total
|
-
|
Projectile, Body
|
SB Version has the meteor raining down towards Chie
|
|
Galactic Punt 222C+D
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Shadow Chie:
- 5B 2B 2A+B Berserk 5C 2C A Power Charge(x2) 214C+D 236B~236B A Power Charge 236D C Meatballs D Godhand (9k+ Damage)
- FC 214C Berserk A Power Charge(x2) 214C+D 236D 236B~236B A Power Charge 236D C Meatballs D Godhand (10k Damage)
Click [★] for character's full frame data