P4U2R/Chie Satonaka/Combos

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 Chie Satonaka



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


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

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