Combo Notation Guide | Character Name Abbreviations | |||||||||
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Parenthetical values indicate Shadow Chie's damage/meter for combos that work for both. For combos that use meter, the meter gain value represents the meter needed before the combo to have enough meter for the necessary meter usages, not the net change in meter.
Introductory BnBs
The following are the basic combos to know for just about any hitconfirm with Chie. Note that just because these combos are beginner-accessible does not mean they're highly suboptimal; in fact, some are pretty close to optimal while introducing Chie's basic combo routing theory.
Combo | Damage | Meter Gain | Difficulty | Version | Notes |
---|---|---|---|---|---|
2A > 5AA > 5C > 2B > 5B > 2A+B | 1263 (1128) | 13% (16%) | Easy | Both | Basic combo off of a grounded hit. The 5C > 2B > 5B > 2A+B string or some portion thereof is a common grounded confirm combo |
2A > 5AA > 5C > 2B > 5B > 2A+B > 214A > 214D > 236236D | 2929 (2627) | -30% (-25%) | Easy | Both | Simple metered extension of the above combo |
2A > 5AA > 5C > 2B > 5B > 2A+B > 214A > 236C > j.214214D > 236D | 3634 (3261) | -27% (-21%) | Easy | Both | Simple metered extension of the above combo. Awakening/Shadow only |
2A > 5AA > 5C > 2B > 5B > 2A+B > 214A > 236C > j.214214D > 236236D | 4529 (4112) | -77% (-71%) | Easy | Both | Simple high-metered extension of the above combo. Awakening/Shadow only |
5AA > 5C > 236A~236B > 214B | 1482 (1377) | 15% (19%) | Easy | Both | Crouching only. 236A~236B only works on crouching or FC and 214B is a stable continuation for corner carry |
Antiair 2B > j.BB > j.8D | 1441 (1290) | 11% (13%) | Easy | Both | Basic Antiair combo that also works with air-to-air confirms. Leads to 5DD oki |
Antiair 5AA > 5C > 236B~236B > 66 5C > 2C(1) > 5B > 5C > 2B > 2A+B | 2052 (1838) | 26% (33%) | Medium | Both | Slightly more complex combo off an air hit |
66 5B (CH) > 2DD > 5B > j.BB > j.C > j.236B~236B > 66 5C > 2C(1) > 5B > 5C > 2B > 2A+B | 3542 (3179) | 35% (45%) | Medium | Both | DP punish combo. Will occasionally need dash momentum, hence the 66 |
5B > 5C > 236A~236A > 214B > 5C > 2C(1) > 5B > 5C > 2B > 2A+B | 2747 (2470) | 28% (36%) | Medium | Both | Corner-only extended route |
Throw > 236236A > 5C > 5B > j.2B > j.236B~236B > 236D | 3202 (2882) | -45% (-46%) | Easy | Both | Metered extension off of throw |
AoA~D (FC) > 236B~236B > 5C > 2C(1) > 2A+B | 2480 (2269) | 28% (37%) | Easy | Both | Simple AoA~D corner-only combo. Requires getting all the hits for the Fatal ender. |
Midscreen
Grounded Midscreen Combos
The following combo route is for confirms where the opponent is grounded midscreen. These are typical openings in pressure and don't lead to too much damage alone.
Starter | Extended Main Route | Main Route | Difficulty | Damage | Meter | Notes |
---|---|---|---|---|---|---|
2AA | - | 2B > 5B > 2A+B | Easy | 937 (842) | 9% (11%) | Chie rushes forward during 2B which lets it combo after almost every 2A hit |
5C | - | 2B > 5B > 2A+B | Easy | 1576 (1418) | 10% (13%) | |
5AA | 5C | 2B > 5B > 2A+B | Easy | 1331 (1190) | 12% (15%) | A bit more spacing-dependent for S. Chie due to Normal Chie's 5AA having a vacuum effect |
5B | 5C | 2B > 5B > 2A+B | Easy | 1710 (1539) | 12% (15%) | |
5B (CH) > dc > 5B | 5C | 2B > 5B > 2A+B | Easy | 1998 (1796) | 14% (18%) | |
5C (CH) > dc > 5B | 5C | 2B > 5B > 2A+B | Easy | 2273 (2044) | 15% (19%) | |
j.BB > 66 5B | 5C | 2B > 5B > 2A+B | Easy | 2067 (1860) | 16% (20%) | Generally from airdash j.BB starter |
5C (CH) > IAD j.BB > j.C > 66 5B | 5C | 2B > 5B > 2A+B | Medium | 2925 (2631) | 22% (28%) | Requires a far hit 5C |
j.C (CH) > j.2B > 66 5B | 5C | 2B > 2B > 2A+B | Medium | 2437 (2139) | 17% (22%) | Instant j.C is good for low/throw crush |
Metered Extensions
Base String | Extension | Additional Extension | Difficulty | Damage | Added Damage | Meter | Notes |
---|---|---|---|---|---|---|---|
2AA > 2B > 2A+B | 214A | - | Easy | 957 (861) | 200~300 | 9% (11%) | 214A adds damage to shorter combos and gives a safejump, but in more extended combos can allow airtechs where Sweep ender would knock down. |
2AA > 2B > 2A+B | 214A | 236C | Easy | 1677 (1509) | 800~1200 | 16% (21%) | |
2AA > 2B > 2A+B | 214A | 214D > 236236D | Easy | 2509 (2257) | 1800~2200 | -37% (-33%) | Very safe unawakened route, but very inefficient |
2AA > 2B > 2A+B | 214A | 236C > j.214214D > 236D | Easy | 3387 (3048) | 2600~3500 | -34% (-29%) | Awakening/Shadow only. May need j.214214C near corner |
2AA > 2B > 2A+B | 214A | 236C > j.214214D > 236236D | Easy | 4147 (3732) | 3400~3900 | -84% (-79%) | |
2AA > 2B > 2A+B | 214A > 214D > 236236A > 66 5C > IAD j.2B > j.236B~236B | 236D | Medium | 2950 (2654) | 2200~3200 | -37% (-33%) | Can replace j.2B with j.A. These routes are a bit stricter regarding starting string proration |
2AA > 2B > 2A+B | 214A > 214D > 236236A > 66 5C > IAD j.2B > j.236B~236B | 214D > 236236D | Medium | 3959 (3562) | 3200~4100 | -86% (-82%) | |
2AA > 2B > 2A+B | 214A > 214D > 236236A > 66 5C > IAD j.2B > j.236B~236B | 236D > j.214214C > 236D | Medium | 4735 (4260) | 4000~5200 | -85% (-82%) | Awakening/Shadow only |
2AA > 2B > 2A+B | 214A > 214D > 236236A > 66 5C > IAD j.2B > j.236B~236B | 236D > j.214214C > 236236D | Medium | 5690 | 5000~6000 | -135% | Awakening only due to meter requirement |
Midscreen Juggle Combos
These combos either start with the opponent airborne, or are special starters that launch the opponent into an airborne state in a manner that allows Chie to continue the combo. For the freeze extension, some more prorated combos will need to omit normals before the ending Sweep.
Base String | Extension | Freeze Extension | Difficulty | Damage | Meter | Notes |
---|---|---|---|---|---|---|
Air hit 5AA > 5C | 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Easy | 2052 (1889) | 26% (33%) | |
66 5B(CH) > 2DD > j.BB > 5C > j.C | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 3653 (3280) | 36% (46%) | DP Punish. This one is the hardest but most optimal. Most stable with dash momentum |
66 5B(CH) > 2DD > 5B > j.BB > j.C | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 3542 (3179) | 35% (45%) | |
66 5B(CH) > 2DD > 5B > 2B > 5C > j.C | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2A+B | Medium | 3553 (3189) | 34% (44%) | |
Air hit 2B > j.BB | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 2706 (2432) | 26% (34%) | The j.BB here can be replaced with a number of options depending on spacing, such as j.A, j.AA, j.B, j.2B, j.BB > j.C, j.A > j.C... Also works for air-to-airs (omit 2B) |
Air hit 2B > j.BB > j.8D | 5B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 2427 (2176) | 27% (34%) | The air string here needs to end in j.BB or j.2B in order to land in time for the 5B pickup |
5AAA | 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Easy | 1965 | 25% | Normal Chie only. Good corner carry |
5DD/2DD > 5B > 2B > j.2B | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 3185 (2864) | 31% (39%) | Some of the expected connectors for the 5B CH routes don't quite connect here |
214B (CH) > dash 5C > IAD j.2B | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 3422 (3071) | 30% (38%) | Somewhat rare confirm off CH 214B, as it's not the greatest move to just throw out fishing for CHs |
5B > 2B > 2A+B > 214A > 214D > 236236A > 5C > IAD j.2B | j.236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2A+B | Medium | 4004 (3600) | -36% (-32%) | Using meter can provide the launcher for these routes but it's generally not worth spending just on knockdown instead of fully cashing out on damage |
5B > OMB > 5C | 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Easy | 3111 | 6% | Normal Chie only. OMB provides a reliable launch. Generally want to opt for damage over knockdown when spending Burst |
5B > OMB > 236236B > 5C | 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Medium | 3591 | -44% | When opting for a metered OMB path, OMB sets up enough time for a B (and sometimes SB) Power Charge into 5C |
BD (1) > 236236A > 66 5C | 236B~236B | 5C > 2C(1) > dc > 2A+B | Medium | 1643 (1476) | -46% (-45%) | Even DP works as a launcher |
Metered Extensions
Base String | Freeze Extension | Additional Extension | Difficulty | Damage | Added Damage | Meter | Notes |
---|---|---|---|---|---|---|---|
Air Hit 5C > 236B~236B | - | 214B > 236C | Easy | 2677 (2411) | 800~1200 | 21% (27%) | Safe ender for higher prorated combos |
Air Hit 5C > 236B~236B | - | 214D > 236236D | Easy | 3195 (2877) | 1500~1700 | -36% (-32%) | Safe metered extension |
Air Hit 5C > 236B~236B | - | 214B > 236C > j.214214D > 236D | Easy | 4537 (4085) | 2400~3000 | -29% (-23%) | Safe awakening/Shadow metered extension |
Air Hit 5C > 236B~236B | - | 214B > 236C > j.214214D > 236236D | Easy | 5297 (4769) | 3400~3800 | -79% (-73%) | |
Air Hit 5C > 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C | Easy | 3300 (2971) | 1100~1800 | 33% (43%) | Standard extension. More prorated combos may need to omit normals between the 2C and the sweep |
Air Hit 5C > 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 214C > 236236D | Easy | 4228 (3806) | 2100~2700 | -20% (-12%) | Non-awakened metered extension |
Air Hit 5C > 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C > j.214214D > 236D | Easy | 4830 (4348) | 2700~3300 | -17% (-7%) | Awakening/Shadow only. j.214214D > 236D is a fairly reliable metered extension after 236C. May need j.214214C near the corner |
Air Hit 5C > 236B~236B | 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C > j.214214D > 236236D | Easy | 5770 (5378) | 3700~4300 | -67% (-57%) | Same as above but uses even more meter |
Air Hit 5C > 236B~236B | 236236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C | Medium | 3686 (3319) | 1600~2200 | -40% (-38%) | Not a great route standalone, but relevant for higher metered extensions |
Air Hit 5C > 236B~236B | 236236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 214C > 236236D | Medium | 4985 (4588) | 3300~3500 | -89% (-86%) | Unawakened full meter dump route. Not very fuel efficient |
Air Hit 5C > 236B~236B | 236236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C > j.214214D > 236D | Medium | 5756 (5182) | 4000~4300 | -89% (-86%) | |
Air Hit 5C > 236B~236B | 236236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | 214A > 236C > j.214214D > 236236D | Medium | 6696 | 5000~5200 | -139% | Awakened normal only |
Air Hit 5C > 236B~236B | 236236B > 5C > 2C(1) > 236236A > 5B > 5C | 214A > 236C > j.214214D > 236D | Medium | 6948 | 5200~5500 | -139% | Slightly weirder path but more optimal |
Corner
Generally all routes that work midscreen also work in the corner. A key difference is that for the Freeze Extension, Chie can end in 2C(1) > AoA~D for a better knockdown. There's not really a distinction between Grounded/Juggle confirms because Chie can reliably launch in the corner.
In the corner, B Skull Cracker > 5C > 2C(1) has consistency issues against these characters and will result in 2 hit 2C rather frequently:
- Adachi
- Sho
- Minazuki
- Kanji (Sometimes. Microdash 5C addresses many consistency issues)
- Ken (Sometimes. Microdash 5C addresses many consistency issues)
- Yukari (Sometimes. Has different consistency issues from Kanji and Ken)
Against these characters, insert 214B or 5B before the 5C (This may require adjusting earlier parts of the combo to account for the added proration)
Starter | Main Route | Extended Main Route | Ender | Difficulty | Damage | Meter | Notes |
---|---|---|---|---|---|---|---|
5AA > 5C | 236A~236A > 214B | - | 5C > 2C(1) > AoA~D | Medium | 2025 (1872) | 33% (44%) | Corner opens up 2C(1) > AoA~D. Can replace AoA~D with dash cancel 2A+B for stability |
5AAAAA | 214B | - | 5C > 2C(1) > AoA~D | Medium | 1832 | 54% | Shadow autocombo resource-building BnB (ends at Skull Cracker) |
5B > 2B | 236A~236A > 214B | 5C > 236B~236B | 5C > 2C(1) > AoA~D | Medium | 2866 (2585) | 40% (52%) | Better starters allow for more extended route |
5B > 2B | 236A~236A | 5B > 5C > j.C > 236B~236B | 5C > 2C(1) > AoA~D | Medium | 3076 (2774) | 41% (54%) | 1.1 style routing. Slightly better damage but more strict on the starting proration. Can do 5C > hc > j.C |
~236B | 214B | 5C > 236B~236B | 5C > 2C(1) > AoA~D | Medium | 2857 (2578) | 36% (46%) | Fairly safe route off of B Skull Cracker. Can omit 214B or place after second Skull Cracker |
~236B | 5C > j.2B > j.C | 236B~236B > 214B | 5C > 2C(1) > AoA~D | Medium | 3246 (2926) | 41% (53%) | Optimal B Skull Cracker route, but a bit weird routing |
214A+B | 5C > j.2B > j.C | 236B~236B > 214B | 5C > 2C(1) > AoA~D | Medium | 3668 (3307) | -25% (-25%) | 214A+B gets effectively the same conversion as B Skull Cracker |
214C+D | 5B > 5C > j.C > 236B~236B | 5C > 236B~236B | 5C > 2C(1) > AoA~D | Medium | 4557 (4105) | -25% (-25%) | Pretty spacing-specific conversion off non-CH 214C+D. Can replace 5B with 5A |
Metered Extensions
Since most corner combos lead to juggle routes, they can also just follow the midscreen juggle metered extensions.
Starter | Main Route | Ender | Difficulty | Damage | Added Damage | Meter | Notes |
---|---|---|---|---|---|---|---|
2A > 5B > 5C | 236A~236A~214B > 5C > 2C(1) | 236D | Easy | 2189 (1967) | 100~300 | 29% (37%) | Simple meterless damage route. AoA~D enders generally aren't that good for damage routes |
2A > 5B > 5C | 236A~236A~214B > 5C > 2C(1) | 214B > 214D > 236236D | Easy | 3177 (2856) | 1200~1200 | -22% (-14%) | |
2A > 5B > 5C | 236A~236A~214B > 5C > 2C(1) | 236D > j.214214C > 236D | Easy | 3674 (3303) | 1700~1900 | -21% (-13%) | Awakening/Shadow only |
2A > 5B > 5C | 236A~236A~214B > 5C > 2C(1) | 236D > j.214214C > 236236D | Easy | 4659 (4190) | 2500~2800 | -71% (-63%) | Awakening/Shadow only. Meter dump option |
2A > 5B > 5C | 214C > 236236B > 5B > 5C > IAD j.2B > j.236B~236B | 214B > 214D > 236236D | Medium | 4737 (4260) | 2600~3400 | -87% (-84%) | C Black Spot > B Power Charge route is one of the best in the corner and works off most starters. Can replace IAD j.2B with raw j.B for a bit more reliability |
2A > 5B > 5C | 214C > 236236B > 5B > 5C > IAD j.2B > j.236B~236B | 214B > 236D > j.214214C > 236D | Medium | 5413 (4868) | 3300~4500 | -87% (-84%) | C Black Spot > B Power Charge route. Awakening/Shadow only |
2A > 5B > 5C | 214C > 236236B > 5B > 5C > 236236A > j.C > j.236B~236B | 214B > 236D > j.214214C > 236D | Medium | 6992 | 4900~6800 | -137% | Full meter dump route. Awakening normal only |
Fatal Counter Routes
Starter | Launcher | Extended Main Route | Main Route | Ender | Position | Difficulty | Damage | Meter | Notes |
---|---|---|---|---|---|---|---|---|---|
2A (FC) | 2A+B > j.C > j.B > 5C | IAD j.2B | 5C > 2DD > j.B > j.236B~236B | 5C > 2C(1) > dc > 2A+B | Anywhere | Hard | 2768 (2493) | 35% (45%) | 2A is an exceptionally bad starter, so this can't be extended too much |
5B (FC) | 2A+B > j.C > j.B > 5C | IAD j.2B > 5C > IAD j.2B | 5C > 2DD > j.BB > j.236B~236B | 5C > 2C(1) > AoA~D | Anywhere | Hard | 4138 (3740) | 56% (72%) | Replace the first IAD j.2B with dash cancel 5B for side swap. AoA~D ender is a bit tight; can omit an IAD j.2B loop |
214C+D (FC) | Dash 5C | dc > 5B > 5C > IAD j.2B | 5C > 2DD > j.BB > j.236B~236B | 5C > 2C(1) > AoA~D | Anywhere | Hard | 5584 (5021) | -25% (-25%) | SB Black Spot always wall bounces on CH for easy confirms |
214B (FC) | Dash 5C | dc > 5B > 5C > IAD j.2B | 5C > 2DD > j.BB > j.236B~236B | 5C > 2C(1) > AoA~D | Anywhere | Hard | 4357 (3916) | 51% (66%) | 214B gets a special note as being an excellent launcher for full screen corner carry |
214C (FC) | dc > 2A+B > j.C > j.B > 5C | IAD j.2B > 5C > IAD j.2B | 5C > 2DD > j.BB > j.236B~236B | 5C > 2C(1) > AoA~D | Corner | Hard | 5184 (4661) | 57% (74%) | Corner Antiair. Launcher can also be 5B > 5C or 5A > 5C |
214D (FC) | 5C | IAD j.2B | 5C > 2DD > j.BB > j.236B~236B | 5C > 2C(1) > AoA~D | Corner | Hard | 3460 (3127) | 47% (60%) | 214D is a worse starter than 214C but gets a wallbounce on CH for easy confirms |
214[D] (FC) | 5C | IAD j.2B | 5C > 2DD > j.B > j.236B~236B | 5C > 2C(1) > dc > 2A+B | Anywhere | Hard | 3259 (2938) | 32% (41%) | 214[D] gets wallbounce midscreen, but it's still a bad starter |
Special Mentions
Throw
Combo | Difficulty | Position | Damage | Meter | Notes |
---|---|---|---|---|---|
Throw > 236236A > 5C > 236B~236B > 66 5C > 2C(1) > dc > 5B > 2A+B | Easy | Anywhere | 2729 (2425) | -45% (-44%) | Throw routes |
Throw > 236236A > 5C > 5B > j.2B > j.236B~236B > 66 5C > 2C(1) > 236C | Easy | Anywhere | 3224 (2903) | -45% (-44%) | Current optimal 50 meter route |
Throw > 236236A > 5C > 5B > j.2B > j.236B~236B > 214B > 236C > j.214214D > 236D | Easy | Anywhere | 5079 (4571) | -94% (-92%) | Current optimal 100 meter route |
Airthrow > OMC > 2C(1) > dc > 5B > 5C > 2B > 5B > 2A+B | Medium | Anywhere | 2345 (2110) | -45% (-43%) | Airthrow isn't super cancelable and prorates a lot so it's hard to get a good combo and knockdown |
Airthrow > OMC > 5C > 236B~236B > 5C > 2C(1) > AoA~D | Medium | Corner | 2761 (2405) | -45% (-43%) | Corner AoA~D ender gives a bit more flexibility for airthrow |
Airthrow (FC) > 2A > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B | Easy | Anywhere | 2767 (2489) | 20% (26%) | Meterless pickup off FC airthrow. Rare situation, but worth remembering as it's Chie's only resourceless throw confirm |
All Out Attack
Combo | Difficulty | Position | Damage | Meter | Notes |
---|---|---|---|---|---|
AoA~C > j.2B > j.BB > j.C > j.236D | Easy | Anywhere | 2550 (2285) | 32% (41%) | AoA~C route that doesn't lead to knockdown |
AoA~C > j.D | Easy | Anywhere | 2064 (1840) | 20% (25%) | AoA~C route that does lead to knockdown |
AoA~C > j.D > Airdash > j.BB > j.C > j.236D | Medium | Anywhere | 2607 (2384) | 34% (43%) | Better AoA~C route that doesn't lead to knockdown |
AoA~D > j.2B > 5C > 214B > 5C > 2C(1) > (dc) > 5B > 2A+B | Medium | Corner | 2787 (2545) | 34% (44%) | Fairly straightforward AoA~D route. Jump cancel the D ender and do j.2B while falling |
AoA~D (FC) > j.2D > j.2B > 5C > 2D > Jump Back j.4D > (Air backdash 5DD/2DD) | Medium | Corner | 2930 (2666) | 33% (43%) | Less intuitive AoA~D route requiring instant j.2D. The post-knockdown situation leaves the opponent blocking 5DD/2DD with a slight gap in the corner for 4 way mixups |
2C
2C is a strong poke that can be comboed into from counter hit/crouching 5C or just hit raw. On single hit, the confirm is just dash cancel into grounded string, but things get a bit weirder if both hits connect, as it launches and prohibits another freeze in the combo.
Combo | Difficulty | Position | Damage | Meter | Notes |
---|---|---|---|---|---|
2C > dc > 5AA > 5B > 5C > j.C > j.236B~236B > 214B > 236D | Medium | Near Corner | 2806 (2610) | 33% (43%) | Confirm off of getting 2-hit 2C. Near corner only for the 236D knockdown. Dash cancel 5A won't connect at farther ranges |
2C > dc > 5A > 5C > j.B > j.C > j.8D | Medium | Anywhere | 2150 (1940) | 17% (22%) | More midscreen friendly route for 2-hit 2C that leads into j.8D knockdown |
2C > 214A | Easy | Anywhere | 1173 (1056) | 7% (9%) | This is also an option for 2-hit 2C. It's not great but it gets a comfortable knockdown situation. Acceptable as a blockstring, but not great |
DP
Combo | Difficulty | Position | Damage | Meter | Notes |
---|---|---|---|---|---|
BD | Easy | Anywhere | 1100 (990) | 16% (18%) | DP is acceptable on its own. On CH gives 1210 (1087) damage and leads to safejump |
BD(1) > 236236A > 5C > 236B~236B > 66 5C > 2C(1) > dc > 2A+B | Medium | Anywhere | 1593 (1431) | -46% (-45%) | Metered DP combo. Works on non-CH and BD(1) > 236236A is frametight on block. Only way for KD on non-CH DP |
BD(1) > 236236A > 5B > 5C > 2C(1) > dc > 5C > 236B~236B~236C | Medium | Anywhere | 1912 (1717) | -46% (-45%) | Metered DP combo. Damage route |
(CH) BD(5) > j.214214D > 236B~236B~236C | Medium | Anywhere | 2776 (2478) | -44% (-43%) | Simple DP extension |
Other
Combo | Difficulty | Position | Damage | Meter | Notes |
---|---|---|---|---|---|
2AA > 2B > 5B > 5C > 214A | Easy | Anywhere | 1230 (1105) | 12% (15%) | Sweep won't always reach, so it can be valuable to go straight into 214A in some confirms. Note some metered extensions can get weird without the extra sweep launch |
~236B > 665C > IAD j.A > j.C > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2A+B | Hard | Anywhere | 2960 (2660) | 30% (38%) | Very hard midscreen Skull Cracker Route, requiring weird microdash 5C timing. Can work from resets or instant Skull Cracker but it's very precise |
(CH) 5B > 2DD > 236236B > 5B > j.BB > j.236B~236B > 214B >236D > j.214214C > 236D | Medium | Corner | 6888 (6186) | -92% (-90%) | Corner-specific metered conversion off the 5B CH route |
(CH) 5B > 2DD > 236236A+B > 5A > 5C > j.C > j.236B~236B > 236C+D > j.236D > j.214214C > 236D | Medium | Corner | 9024 | -141% | Corner-specific 5B CH route using SB Power Charge. Meter consumption only really worth it for normal Chie |
Shadow Frenzy
Chie's ability to incorporate meter into combos really shines in Shadow Frenzy. The flipside of this, however, is that being effective with Shadow Frenzy requires memorizing multiple routes and assessing meter availability on the fly. It's possible to be effective only memorizing a couple of 100 meter options, but learning how to effectively convert off any meter amount is what makes Shadow Chie truly frightening.
The list of combos provided here is not exhaustive but mostly aims to demonstrate common routes and ways to determine meter availability to see how far the combo can be pushed. Except for the Dragon Kick and Throw combos, these are generally fairly lenient on when you activate Shadow Frenzy, as long as it's done before the first meter usage. Doing it later provides more meter but makes the combo more burstable. Some meter requirement listings are slight overestimates to make identification a bit easier. The general idea is that adding an SB Dragon Kick requires 15 more meter, and adding an SB God's Hand after an Agenyastra requires 30 more meter.
Midscreen
Burst Safe
These combos work off of just about any grounded normal hit (except 2C for routes that need freeze), including Sweep. For launcher starters, omit the initial 2A+B
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
5B > Shadow Frenzy | - | 2A+B > 214C > 236C | j.214214D > 236D | 5 | - | 4102 | Easy | Pretty much the bare minimum meter combo. 5B builds 4 meter on its own |
5B > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C | j.214214D > 236D | 11 | - | 4711 | Easy | |
5B > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 26 | - | 5256 | Easy | |
5B > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C+D, j.236C | j.214214D > 236236C+D | 56 | - | 6066 | Easy | |
5B > Shadow Frenzy | 2A+B > 214C > 236236A | 214A > 214D > 214C > 236C | j.214214D > 236D | 30 | 10 | 5604 | Easy | These two low Power Charge routes are valuable if after the first Power Charge you see you don't have enough meter to go for the second |
5B > Shadow Frenzy | 2A+B > 214C > 236236A | 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 50 | 25 | 5996 | Easy | |
5B > Shadow Frenzy | 2A+B > 214C > 236236A > 66 5B > 5C > 2C(1) > 2362369B | 66 (5C) > 214A > 214D > 214C > 236C | j.214214D > 236D | 68 | 15 | 7491 | Hard | Omitting either 214C can make the combo more stable, at the cost of a few hundred damage |
5B > Shadow Frenzy | 2A+B > 214C > 236236A > 66 5B > 5C > 2C(1) > 2362369B | 66 (5C) > 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 83 | 30 | 8202 | Hard | |
5B > Shadow Frenzy | 2A+B > 214C > 236236A > 66 5B > 5C > 2C(1) > 2362369B | 66 (5C) > 214A > 214D > 214C > 236C | j.214214D > 236236C+D | 98 | 45 | 8423 | Hard | |
5B > Shadow Frenzy | 2A+B > 214C > 236236A > 66 5B > 5C > 2C(1) > 2362369B | 66 (5C) > 214A > 214C+D > 214C > 236C | j.214214D > 236D | 77 | 25 | 7612 | Medium | SB Black Spot is faster than the D version which makes the post-Power Charge section connect easier |
Dragon Kick Route
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
5B > 5C > 214A > 236C > Shadow Frenzy | 236236A+B | 5B > j.2B > j.236B~236B | 236D | 2 | - | 5550 | Medium | Burstable, but the 2 meter required is built by the starter even during meter gain penalty |
5B > 5C > 214A > 236C > Shadow Frenzy | 236236B | 214A > 214D > 214C > 236C | j.214214D > 236D | 37 | 15 | 6352 | Medium | |
5B > 5C > 214A > 236C > Shadow Frenzy | 236236A+B | 5B > 214C > 236C | j.214214D > 236D | 44 | 10 | 6754 | Medium | |
5B > 5C > 214A > 236C > Shadow Frenzy | 236236A+B | 5B > 214C > 236C+D, j.236C | j.214214D > 236D | 59 | 25 | 8525 | Medium | |
5B > 5C > 214A > 236C > Shadow Frenzy | 236236A+B | 5B > 214C > 236C+D, j.236C | j.214214D > 236236C+D | 89 | 55 | 9457 | Medium |
Throw
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
Throw > Shadow Frenzy | - | - | 236236C+D | 1 | - | 2394 | Easy | lmao |
Throw > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C | j.214214D > 236D | 10 | - | 4213 | Easy | |
Throw > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 25 | - | 4590 | Easy | |
Throw > Shadow Frenzy | - | 2A+B > 214C > 214A > 214D > 236C | j.214214D > 236236C+D | 40 | - | 5280 | Easy | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 214C > 236C | j.214214D > 236D | 47 | 15 | 6252 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 62 | 30 | 6849 | Hard | The Agneyastra timing precise for this |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 214C > 236C | j.214214D > 236236C+D | 77 | 45 | 7211 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 236C+D, j.236C | j.214214D > 236236C+D | 92 | 60 | 7835 | Hard | |
Throw > Shadow Frenzy | 236236A > 2C(1) > 2362369B | 214A > 214D > 214C > 236C | j.214214D > 236D | 60 | 13 | 6252 | Medium | These routes are the same as the above paths, but use A and B Power Charge instead of SB Power Charge for a bit more input leniency at the cost of a bit more meter |
Throw > Shadow Frenzy | 236236A > 2C(1) > 2362369B | 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 75 | 28 | 6849 | Medium | |
Throw > Shadow Frenzy | 236236A > 2C(1) > 2362369B | 214A > 214D > 214C > 236C | j.214214D > 236236C+D | 90 | 43 | 7211 | Medium | |
Airthrow > Shadow Frenzy | 236236B | 5C > 214A > 214D > 214C > 236C | j.214214D > 236D | 37 | 15 | 5074 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214A > 214D > 214C > 236C | j.214214D > 236D | 47 | 15 | 6462 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214A > 214D > 236C+D, j.236C | j.214214D > 236D | 62 | 30 | 7059 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214A > 214D > 214C > 236C | j.214214D > 236236C+D | 77 | 45 | 7421 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214A > 214D > 236C+D, j.236C | j.214214D > 236236C+D | 92 | 60 | 8045 | Medium |
Corner
Grounded Hit
These combos require a grounded hitconfirm in order for the 214C > 236236B > 2A+B section to work out.
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
5B > Shadow Frenzy | - | 2A+B > 214A > 214D > 214C > 236D > j.236C | j.214214C > 236D | 13 | - | 5117 | Easy | |
5B > Shadow Frenzy | 5C > 214C > 236236B | 2A+B > 214A > 214D > 214C > 236C > j.236D | j.214214C > 236D | 40 | 16 | 6943 | Medium | |
5B > Shadow Frenzy | 214C > B+D > 5B > 5C > 2C(1) > 2362369A+B | 214C > 236C > j.236D | j.214214C > 236D | 50 | 11 | 7152 | Medium | This is a weird combo and is mostly only here for the 50 meter benchmark for meter gain penalty |
5B > Shadow Frenzy | 214C > B+D > 5B > 5C > 2C(1) > 2362369A+B | 214A > 214D > 236C > j.236D | j.214214C > 236D | 54 | 15 | 7682 | Medium | |
5B > Shadow Frenzy | 5C > 214C > 236236B > 2A+B > 236236A | 214C > 236D > j.236C | j.214214C > 236D | 61 | 10 | 8406 | Medium | |
5B > Shadow Frenzy | 5C > 214C > 236236B > 2A+B > 236236A | 214C > 214D > 236C > j.236D | j.214214C > 236D | 64 | 13 | 8987 | Medium | |
5B > Shadow Frenzy | 5C > 214C > 236236B > 2A+B > 236236A | 214C > 236D > j.236C+D, j.236D | j.214214C > 236D | 75 | 24 | 9721 | Medium |
Air Hit
"Air Hit" here also refers to confirming off a launcher
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
2A+B > Shadow Frenzy | - | 5B > 5C > 2C(1) > dc > 214A > 214D > 214C > 236D > j.236C | j.214214C > 236D | 18 | - | 5002 | Easy | |
2A+B > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369B | 214A > 214D > 214C > 236D | j.214214C > 236D | 40 | 15 | 5799 | Medium | |
2A+B > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214C > 236D | 50 | 15 | 7561 | Medium | |
2A+B > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214C > 236D > j.236C+D, j.236D | j.214214C > 236D | 62 | 27 | 8206 | Medium | |
2A+B > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214C > 236236C+D | 80 | 45 | 8425 | Medium | |
2A+B > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214C > 236D > j.236C+D, j.236D | j.214214C > 236236C+D | 93 | 58 | 9435 | Medium |
Throw
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Meter Req post-Power Charge | Damage | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
Throw > Shadow Frenzy | 2C(1) > 2362369B | 214C > 214D > 236C > j.236D | j.214214C > j.236D | 37 | 15 | 5133 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214C > 236D | 48 | 15 | 6447 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214C > 236D > j.236C+D, j.236D | j.214214C > j.236D | 59 | 26 | 7015 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214C > 236236C+D | 75 | 42 | 7406 | Medium | |
Throw > Shadow Frenzy | 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214C > 236236B > 236236C+D | 100 | 67 | 7859 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214C > 236D > 236C | j.214214C > j.236D | 47 | 15 | 6697 | Medium | |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214C > 236D > j.236C+D, j.236D | j.214214C > j.236D | 59 | 27 | 7225 | Medium | Requires superjump for the last Dragon Kick |
Airthrow > Shadow Frenzy | 236236A+B | 5C > 214C > 236D > j.236C | j.214214C > 236236C+D | 77 | 45 | 7702 | Medium |
Other
Starter | Power Charge Section | Damage Section | Ender | Meter Req | Damage | Position | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|
Throw > Shadow Frenzy | 236236A > 236236A > 5C > 236B~236B > 236236A | Walk Forward > 214A > 214D > 214C > 236C | j.214214D > 236D | 96 | 6606 | Any | Easy | |
5B > Shadow Frenzy | 2A+B > 236236A > 214A > 236236A > 5C > 214C+D > 236236A | 214A > 214D > 214C > 236C | j.214214D > 236D | 99 | 8665 | Any | Easy | Incredibly stable and still high damage |
5B > Shadow Frenzy | 2A+B > 236236A > 214A > 236236A > 66 2A+B > 214C > 236236A | 214A > 214D > 214C > 236C | j.214214D > 236D | 88 | 8148 | Any | Easy | |
5B > 5C > 236A~236A > 236C > Shadow Frenzy | - | - | j.21424D > 236236C+D | 32 | 4547 | Any | Easy | Burst safe fairly intuitive ender |
5B > 5C > 236A~236A > 236C > Shadow Frenzy | 214214C+D > 236236A+B | 214D | 236236C+D | 77 | 5690 | Any | Easy | Fairly stable and somewhat intuitive route |
5B > 5C > 236A~236A > 214B > 236D > j.214214C, Shadow Frenzy | - | - | 236236C+D | 30 | 4790 | Corner | Easy | Burst-conserving route. Using Shadow Frenzy after recovering from Agneyastra only uses 3/4 of the Burst |
5AAAAA (Skull Cracker) > Shadow Frenzy | 236236A > 236236A > 236236A | 214C > 236C+D, j.236D | j.214214C | 92 | 6180 | Corner | Easy | Low damage but hilariously stable |
(FC) 214C+D > Shadow Frenzy | 236236A+B | 66 5C > 214D > 214C+D > 236C+D > j.236C | j.214214D > j.236D | 75 | 11068 | Any | Easy | SB Black Spot FC kill combo |
236236C > Shadow Frenzy | 236236B | 2A+B > 214A > 214C > 236C+D, j.236C | j.214214D > 236D | 50 | 6595 | Any | Easy | Confirm off of God Hand |
236236C > Shadow Frenzy | 236236A+B | 2A > 214A > 214C > 214D > 236C | j.214214D > 236D | 50 | 7312 | Any | Hard | Harder confirm off God Hand |
236A+B (whiff)~236B > Shadow Frenzy | 236236B > 214A > 214D > 236236A | 214C > 236D > 236C+D, j.236D | j.214214C > 236D | 75 | 9770 | Corner | Medium | Notable kill confirm from instant Skull Cracker starter. Can omit 214D for 9168 |
5B (CH) > 2DD, Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214C > 236D > 236C+D, j.236D | j.214214D > 236236C+D | 100 | 9449 | Corner | Medium | Neutral Frenzy route off 5B CH |
AoA~D > jc > Shadow Frenzy | 5B > 5C > 2C(1) > 2362369A+B | 214A > 214D > 214C > 236D | j.214214D > 236236C+D | 81 | 7073 | Corner | Hard | Neutral Frenzy route off AoA~D |
Combo Theory
Midscreen
Chie's midscreen combo game is rather lamentable, as the majority of her extensions require juggling the opponent and her launcher options are incredibly limited. Outside of specific counterhit/Fatal Counter starter strings, Chie must spend meter for a combo longer than a handful of normals into sweep if she wants to end in knockdown. In this area normal Chie has a slight advantage over Shadow Chie, as her 5AAA autocombo does act as a launcher that combos into 236B.
When she does get an airborne hit, the combos generally follow the flow of ... > 236B~236B > 66 5C > 2C(1) > dc > 5B > (5C) > (2B) > 2A+B which in addition to decent damage also provide a considerable amount of corner carry.
Corner
Chie's routing options really open up in the corner for a multitude of reasons. She can use 236A~236A > 214B to convert almost any grounded string into a juggle sequence; AoA~D becomes an option after 2C(1) which leads to good damage, meter, and practically guaranteed knockdown; and B and SB Power Charge combo routes get opened up for substantial damage potential.
Typical meterless routes will go the way of ... > 236A~236A > 214B > (5C > 236B~236B) > 5C > 2C(1) > AoA~D, which leads into Instant Air Backdash > 5DD okizeme. Chie can also opt to spend a bit of meter by way of Agneyastra and still ensure 5DD oki: ... > 236A~236A > 214B > 236D > j.214214C > backdash > 2C(1) > 5DD oki. In addition to dealing excellent damage, this ender forces a restand and thus prevents any shenanigans from late/no tech. The ending situation also takes long enough that it burns through the meter gain penalty cooldown timer entirely.
Anti-Air
The problem of trying to launch the opponent is solved if the opponent was airborne to begin with. Or at least, it would be if Chie's anti-air options weren't of somewhat questionable reliability. The main difficulty with anti-air combos is that the opponent's vertical spacing can vary a lot, which can make the followups slightly challenging. The more damaging option, ... > j.BB > j.236B~236B > ..., requires the opponent to be somewhat low to the ground in order for the Skull Cracker to connect. The more reliable option, ... > j.BB > j.8D > 5B > 5C > ..., can handle all but the lowest of vertical spacings, but j.8D prorates the combo significantly.
Metered/Burst Routes
Chie's most efficient metered option for damage is Agneyastra. In addition to doing a substantial amount of damage in its own right, Agneyastra acts as the natural metered extension from Dragon Kick, which does more damage than some other characters' supers (although the minimum damage is worse). Since Agneyastra is only available in Awakening or for Shadow Chie, this actually makes Shadow Chie's cheap metered damage better than normal Chie's for most of the match, despite the 10% damage penalty.
236C is used midscreen and 236D is used in the corner; j.214214D is used midscreen and j.214214C is used close to/in the corner.
The most straightforward way to tack on more metered damage here is to throw in a God's Hand after the Agneyastra for an additional ~1k damage. This is also typically the best 100 meter route for combos that are already juggling the opponent.
For grounded opponents midscreen, the optimal damage route will generally come from using A Power Charge like an OMC to open up juggle opportunities, typically via ... > 2A+B > 214A > 214D > 236236A > 66 5C > IAD j.2B > j.236B~236B > ...
In the corner, it becomes viable to incorporate 236236B (236236A+B is a bit too situational to write general guidelines about). Common B Power Charge routes will be after a grounded 214C hit or after a B Skull Cracker, and are generally only worthwhile with 100 or more meter for a super to take advantage of the damage multiplier.
Achieving Level 3 Power Charge is what makes Chie's damage potential truly terrifying, but outside of Shadow Frenzy it's really only available to normal Chie in Awakening to allow a super to get the damage boost. Since A Power Charge is so fast, it's typically easy to fit into a combo once B Power Charge has been attained.
Normal Chie does have the added bonus of being able to use OMB. The launch from OMB sets up enough time to use 236236B or situationally 236236A+B and still continue the combo with 5C, which allows normal Chie to get a stable, high damage conversion off of any hit.
SB Specials
When it comes to optimizing damage routes, Chie's SB specials somewhat fall by the wayside.
- SB Rampage doesn't offer much in the corner because A Rampage serves a similar purpose. Midscreen it allows for B Skull Cracker into B Herculean Strike for heavy corner carry and knockdown.
- SB Skull Cracker barely offers any value, due to 236A+B~236B generally being identical. The only potential value is for Shadow Chie 5AAAA~236A+B > 214B for autocombo meter, corner carry, and knockdown
- SB Herculean Strike is similar to SB Rampage in that it doesn't offer much midscreen beyond resetting pressure. In the corner it's a good combo extension off 2A+B, but requires sweep starter or dash momentum to connect.
- SB Dragon Kick does offer the ability to add another Dragon Kick to a combo ender, but the meter usage isn't generally worth it except with Level 3 Power Charge, which eats into Agneyastra opportunities. It's mainly only for Shadow Frenzy, off the situational routes that use 236236A+B, or if there's just not enough meter left to squeeze in a super.
- SB Black Spot doesn't differ significantly from 214C in combos. It's solid in neutral/pressure, but doesn't see much midcombo usage outside of Shadow Frenzy.
Shadow Frenzy
Shadow Frenzy routes generally follow a basic formula: Get level 3 Power Charge -> Do 2-3 Power Charged moves -> Dragon Kick -> Agneyastra -> Dragon Kick/God's Hand. Since you need 30-40 meter to get to level 3, and around 15-25 meter as the timer ticks down for all the filler moves, Shadow Frenzy routes don't really open up until around 45-65 meter.
FAQs
Q: How does the ... > 214A > 236C > Shadow Frenzy > 236236A+B > 5B > ... section work?
A: First off, the 236C needs to hit a bit close to the ground, which can require delaying the 236C a bit depending on the starter string. Secondly, the SB Power Charge needs to be delayed a bit because it messes with where the opponent wallbounces off of 236C for some reason. Doing it too early causes the wallbounce to occur a bit later and farther away, which makes followups just about impossible.
Q: How does the ... > 2C > SB Power Charge > ... section work?
A: During Shadow Frenzy, Shadows can jump cancel all (at least all non-D normals for Chie) normals. For Chie, this only really affects 2C (and AoA lmao) because everything else is jump cancelable already. Chie can jump cancel the first hit of 2C (which ends up looking really glitchy because she freezes a bit while the second hit of 2C occurs) and can subsequently cancel this jump cancel into a special/super, which lets her recover much faster than if she normally super canceled the second hit of 2C. Thus the input ends up looking like 2C(1) > 2362369A+B
Q: 236A~236A > 214B?
A: Only near the corner. Less near the corner, 236A~236A > 214A > 5A/5B will serve a similar purpose
Q: 66 5C? Microdash?
A: When at neutral (when you're able to run normally), inputting a run right before a move input will start up a run but quickly cancel it into a move. The momentum from the run carries through to the move, allowing you to get a bit of a forward slide. Note that you can't cancel a Dash Cancel early; this technique is only for when you can run normally (perhaps the name "microrun" would be more accurate, but that doesn't sound quite as nice). Chie will commonly have points in her combos where she'll do ... > 236B~236B > 66 5C > ... and the microdash is essential for the combo to connect.
Q: Optimizing Dragon Kick > Agneyastra?
A: Although it's not RNG, Agneyastra can certainly feel random at times due to how sensitive it is to timing and spacing. In the corner, you'll generally want 236D > j.214214C; near the corner you'll want 236C > j.214214C; everywhere else it'll be 236C > j.214214D. While D Dragon Kick does more damage than the C version, C's wallbounce lets more meteors hit midscreen.
Timing-wise, I've found it best to input Agneyastra just before the 236C wallbounce when midscreen (somewhat reminiscent of the timing for the 236C > 236236AB Shadow Frenzy combo timing). In the corner, Agneyastra should be input as soon as possible after Dragon Kick.
Q: How does 236A+B (whiff)~236B (Instant Skull Cracker) work?
A: 236A+B preserves some of Chie's air momentum. What this means is that if you do it right before landing then the move will start to come out and then immediately get interrupted by the landing. Since Chie's still in the Rampage followup state, she can immediately go into Skull Cracker upon landing. B Skull Cracker is generally chosen here for a better launch (and a bit more damage). This gives Chie an unreactable high/low, as she can also just do 2A on landing. It's typically done after an aerial like j.B or j.2B, which also provides enough blockstun that the opponent can't DP out of the 50/50.
The inputs here are a bit tricky, as the 236 input from the SB Rampage can also be carried over to the Skull Cracker, but it's height dependent. The inputs thus can either be 236A+B~B OR 236A+B~236B. This is somewhat unfortunate because if you pick the wrong one, you'll get 236A+B > nothing/sometimes 5B or 236A+B > B Power Charge respectively, and neither are particularly desirable.
Q: How do you make 2C(1) > AoA~D consistent?
A: ¯\_ (ツ)_/¯
Video Examples
External References
- https://docs.google.com/spreadsheets/d/e/2PACX-1vQAV9RyzpNCzP4G-ouCS0O9e_H5lRgAyx1-uxp0t7DxCkaATqI8h-l2Bl24QC3H13X8qtX0O0dAszPR/pubhtml# - Master doc for Chie combo routing, based mainly on combo path rather than on starter
- https://www.evernote.com/shard/s690/sh/3f00d348-32f5-9f6a-7716-8ebfbade3f75/c658228bb14568cbbd035da0ff70dda3 - 2AA > 2B combo paths, showing optimal routing and suboptimal path comparisons
- https://www.evernote.com/shard/s690/sh/0406de81-d770-7009-3810-ba1d5edfb896/076edef2e3998d1bf95ccd05f796bd21 - Midscreen 5B > 5C > 214A > 236C Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/5c28fadb-0f7d-ed2d-ca37-4b0dc840605f/733a57afe809ccf17d7353c56274813e - Midscreen Throw > Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/a83250a3-8465-3876-da8c-8c24a4bed4a6/dc1b3e3890693e1d40bb266a46387b01 - Midscreen Sweep/grounded normal into sweep Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/1dfb3380-f067-9ede-d9ef-ac57a8986924/193c3fdcf128045d910fbed740d67ac0 - Corner Throw > Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/6f306553-e779-f1a7-b2d2-e747b3da1227/ed574ed7cf42177adfd0211db00f61eb - Corner 5B > Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/aaa94455-6f70-a8e8-a536-088585033baf/c4f5fab7316bbd9385a50a2c17aeb375 - Corner Sweep/aerial hit Shadow Frenzy combos, based on meter available at time of Frenzy
- https://www.evernote.com/shard/s690/sh/c9af4c9d-de82-b047-a9b6-17775878b068/1c8f46766dbe97dc772073d027f2d7c2 - Airthrow > Shadow Frenzy combos, based on meter available at time of Frenzy
- https://twitter.com/Elite_Soba/status/1511033136922066946 - Rough beginner guide for basic combo routing
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data