BBTag/Chie Satonaka

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Overview
Overview

Chie is an up-close-and-personal heavy-hitting rushdown with good speed and a plethora of multihitting normals that allow for easy active switch shenanigans. Her pressure and mixup are great, with access to powerful resets, baits, punishes, and unorthodox cancels which allow for her to easily open up opponents. She has one of the highest damage outputs in the game via Power Charge, and can very easily down an opponent with just one combo due to it. However, she struggles with the neutral game, having short and stubby normals alongside highly telegraphed distance closers which can make it a struggle for her to get in without the help of an assist or incredible timing.
Nonetheless, Chie is a short, spunky powerhouse who provides a unique playstyle full of personality and is never a bad choice for newcomers and veterans alike.

Pros
Cons
  • Great damage potential without meter.
  • Highest damage potential in the game with meter.
  • Good corner game.
  • Strong close range pressure.
  • Relatively low skill floor
  • Getting in range to actually execute on that pressure and damage potential can be hard.
  • Very reliant on assists and meter to use her full potential.
  • Stubby normals.
Chie's Power Charge gives all of her attacks a significant damage increase, capable of doing enough damage to down a single character in one combo.


Chie Satonaka
BBTag Chie Portrait.png
Health
17,000
Prejump
4F
Backdash
22F
Fastest Attack
Reversals

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 5 3 11 -2 B
4AA 400×6 All 9 2,{(4)2}×5 21 -9 B
4AAA 1000×2 All 6 3,3 15 -1 B
4AAAA 2040 All 13 12 Total: 48 -5 P1

  • 4A is jump cancellable
  • 5F start up that hits crouching

This chie's fastest normal so if you want to mash out of a untrue blockstring or punish a -4 move,this is your go-to.


  • Jump cancellable

4AA hits six times and can be cancelled at anytime on block or hit. If 4AA whiffs you will be stuck until the animation finishes and very punishable.


  • 4AAA is jump cancellable on second hit only

  • It's safe on block
  • Can cancel into Cross-Raid

Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. While her 4A is good, the follow ups are overshadowed by her 5A follow ups. 4A auto combo has a niche use as being a very fast way to activate Cross-Raid.

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 6 4 18 -5 B
5AA 950×2 All 7 3(3)6 11 -3 B
5AAA 750×3 All 10 2(12)3(1)3 19 -3 B
5AAAA 2040 All 13 12 Total: 48 -5 P1

  • 5A is jump cancellable.

This move is one of her most important tools as it goes farther than 4A while being 1 frame slower,is a good combo starter and the follow ups are key to Chie's pressure game.It's also important for power charge combos due to its speed.


  • The Second hit of 5AA vacuums, pulling the opponent closer
  • Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups.

This move is a great place to set up j.C mix ups or reset pressure. As it frame traps into 5AAA, it discourages your opponent from trying to hit you out of your jump cancel or pressure reset.


  • 5AAA won't true blockstring with 5AA

Can be used for active switches as it being a frame trap and hitting trice gives your partner time to do what they want.


  • 5AAAA can cancel into Cross-Raid

Chie has the rare trait of being able to activate Cross-Raid from both her 4A and 5A auto combo. Same ender as 4AAAA, though the other hits are different.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 10 3 30 -14 [-2] B
5BB 1100×2 All 19 3(7)2 Total: 48 -1 [-2] B

  • Dash Cancelable, Dash Cancel frame data within brackets []

5B is Chie's longest reaching ground poke. It's fast and has good reach both horizontally and vertically, being able to stuff opponents trying to approach on the ground and with instant air dashes. Though it can be risky to throw out because of the very long recovery her 5B has. Tomoe can be hit during startup so there is a risk of having your persona broken when challenging your opponents moves in neutral. Aim to stop an opponent from poking, jumping or retreating.


  • Dash Cancelable, Dash Cancel frame data within brackets []
  • Good for combos
  • Isn't a true blockstring
  • Total of 2944 Damage.

5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands.

5C

2A

2B

2C

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 8 3 13 H
j.AA 1500 High 7 5 14 H

  • Good air to air normal

Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things.


j.AA is mostly used in combos and pressure to confirm the opponent got hit or is blocking.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 High 13 6 9 H

  • Good for jump ins and whiff punishing
  • Good defensive normal
  • On Air Counter Hit, it has a large amount of untech time.
  • Reverse beats into j.A
  • Can be used as an instant overhead on Tager and Hakumen.

Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them.

It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300×6, 1500 All 26 2×6,(13)3 Total: 28 H

This move got reworked during patch 1.5. Now instead of a combo tool, it's a pressure tool that sets up a gapless high/low mix up and can also be used in neutral to great effect. The move has long start up but you recover before the active frames end! An example block string to set up this mix up point would be 5AA > jump cancel > j.C. If the opponent did not anti air your jump cancel they will be blocking j.C while you're falling to the ground, this gives you the option to either fall down and hit them low with 2A or air dash towards them right before landing and hit them high with j.A. As the move is active after you recover, it's possible to use it in neutral as a sort of wall. Beware though, as Tomoe can still get persona broken and so it is possible for your opponent to force their way through your Tomoe barrier.


Universal Mechanics

Ground Throw

5B+C

High Counter

5A+D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Catch 45 1~25 Guard All
Ground Attack 950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 Until L+8L B 1~38 All
Air 1100×4 All 6 2(6)2(6)2(6)2 Until L+8L H 1~7 All

  • Air version will always have the followup attack come out.
  • 11f total startup for air version with jump included.
  • Sometimes opponents will fall out of this DP when it hits and may even be able to punish Chie for it. In rare cases it's even possible for the DP activation to completely miss the opponent.
  • 1st hit of the grounded version hits low.

Since it's a counter,it will beat safejumps but in exchange can't be used for air unblockable setups



Skills

Rampage

236A (Air OK)

Dragon Kick

236B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236B 3000 All 18 12 27+15L -33 H
j.236B 3000 All 14 12 Until L+15L H

  • This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.
  • Shoots you at a 45 degree angle in the air
  • Under certain circumstances Chie can combo off this move without an assist
  • Does a decent amount of damage

This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)

Herculean Strike

214A/B


Extra Skills

EX Dragon Kick

236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236C 4500 All 30 12 12 -3 H
j.236C 4500 All 13 12 12 H

  • Chie does a short run first, making the startup time considerably longer
  • Goes further than standard Dragon Kick
  • Chie recovers in the air
  • Possible to combo into from grounded 5B CH (character specific)

The longer startup makes it harder to connect in combos than standard Dragon Kick, but as it recovers in the air it's much easier to convert from. It's even possible to combo straight into EX Dragon Kick for massive damage. As Chie recovers in the air, this move is also a lot less risky to throw out in neutral than standard Dragon Kick.


  • Goes further than standard Dragon Kick
  • Chie recovers in the air
  • Limited to one use per jump

The air version is identical to the ground version, except that there's no extra run animation making it a lot faster. You can also only use it once per jump but it's possible to use standard Dragon Kick right after using EX Dragon Kick.

Both versions of EX Dragon Kick are useful for combos and can do ludicrous amounts of damage when used with power charge.

EX Herculean Strike

214C


Partner Skills

5P

Herculean Strike > Black Spot

6P

Dragon Kick

4P

P4A 2D


Distortion Skills

God's Hand

236B+C

Power Charge

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1+(43 Flash)+10
{1+(43 Flash)+56}
1~1 All
[1~1 All
2~End P]

  • Pressing B+C will result in A Power Charge: one level and short recovery.
  • Holding B+C will result in B Power Charge: two levels and long recovery.
  • Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.
  • Successive power charges will stack the levels
  • Power Charge multiplies damage by 2/3/4 at level 1/2/3.
  • Power Charge lasts for 120 frames.
  • Resonance Power Charge has projectile invulnerability.

Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important!The level 1 version can be used mid blockstring due to its short recovery to enhance mixups or just to keep the blockstring going.

Agneyastra

j.236B+C j.214B+C


Distortion Skill Duo

God's Hand

P during Partner's Distortion Skill


Astral Heat

Galactic Punt

222B+C



External References

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