P4AU/Chie Satonaka: Difference between revisions

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*Dash Cancel is -3 on block
*Dash Cancel is -3 on block
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Chie and her Persona do a double palm attack. C/D versions will FC on Counter Hit. SB version has super armor on frames 9-32, shielding Chie from attacks. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and the D/SB versions are good when the enemy is approaching.
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Revision as of 04:58, 19 April 2015

Chie Satonaka
P4U Chie Portrait.png

Health: 9,500

Combo Rate: 60%

Persona Cards: 3

Backdash Time: 19

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Rushdown
Full Frame Data
Chie_Frame_Data_(P4AU)

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
P4Arena Chie 5A.png
5A.
P4AU Chie 5AA.png
5AA
P4AU Chie 5AAA.png
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
P4Arena Chie 5A.png
P4Arena Chie 5AA.png
P4Arena Chie 5AAA.png
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
P4Arena Chie 5B.png
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
P4Arena Chie 2A.png
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
2B
P4Arena Chie 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 AUB 10 2 30 -17 Body
  • 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.

j.A
j.A
P4Arena Chie jA.png
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.B
P4Arena Chie jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 HA 8 3 13 - Head

Quick jump kick that hits overhead.

j.2B and j.BB
j.2B and j.BB
P4Arena Chie jBB.png
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.

All Out Attack
All Out Attack
A+B
P4Arena Chie AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 26 1 39 -21 Body

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.

Sweep
Sweep
2A+B
P4Arena Chie Sweep.png
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 Persona Required
5C Persona Required
P4Arena Chie 5C.png
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 Persona Required
5D Persona Required
P4Arena Chie 5D.png
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 Persona Required
2C Persona Required
P4AU Chie 2C.png
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 Persona Required
2D Persona Required
P4Arena Chie 5DD.png
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 Persona Required
j.C Persona Required
P4Arena Chie jC.png
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 Persona Required
j.5/4/2/8D Persona Required
P4Arena Chie jD.png
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
Ground Throw
C+D
P4Arena Chie GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,0,1200 Throw 5 3 25 - Throw

Can be comboed after with a One-More cancel. On counter hit can be comboed after with 2A.

Air Throw
Air Throw
j.C+D
P4Arena Chie AirThrow.png
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)
P4Arena Chie BD.png
P4Arena Chie BD2.png
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. Keep in mind that Chie is in Fatal Recovery state during recovery.

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

Guard Cancel Attack
Guard Cancel Attack
6A+B
P4Arena Chie 5B.png
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.


Skill Attacks

Rampage
Rampage
236A/B (air OK)
P4Arena Chie Rampage.png
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

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Skull Cracker
Skull Cracker
236A/B after Rampage
P4Arena Chie SkullCracker.png
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 Persona Required
Dragon Kick Persona Required
236C/D (air OK)
P4Arena Chie DragonKick.png
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
P4AU Chie LungePunch.png
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 Persona Required
Black Spot Persona Required
214C/D
P4Arena Chie BlackSpot.png
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
  • Dash Cancel is -3 on block

Chie and her Persona do a double palm attack. C/D versions will FC on Counter Hit. SB version has super armor on frames 9-32, shielding Chie from attacks. Nice move to throw into corner pressure sometimes if you think you can get a FC off of it, and the D/SB versions are good when the enemy is approaching.


SP Skill Attacks

Power Charge
Power Charge
236236A/B
P4Arena Chie PowerCharge.png
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 Persona Required
God's Hand Persona Required
236236C/D
P4Arena Chie GodsHand.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 3000 H 4+11 6 42 -16 Body

Tomoe summons a giant golden fist from the heavens that slams down onto the opponent. This is Chie's best combo ender when going for damage. C version is quicker and puts the fist in front of Chie; Can also be used as a strong reversal.

D 3360 H 4+19 6 42 -16 Body

D version puts the fist mid screen and adds more damage.

SB 3000*2 H 4+19 6(276) 42 -16 Body

SB God's Hand causes 2 fists to come down, one after the other to add even more damage.

Awakened SP Skill Attacks

Agneyastra Persona Required
214214C/D (air OK)
P4Arena Chie Agneyastra.png
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


Instant Kill

Galactic Punt Persona Required
222C+D
P4Arena Chie GalacticPunt.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
222CD K.O. All 13+51 22 66 -52 Projectile, Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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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)