BBTag/Chie Satonaka

From Dustloop Wiki
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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.4A (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (Catch 1~25F)
236B+C (14F)

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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 is 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.

Version Level P1 P2
4A 1 100 70
4AA 2 100 75
4AAA 3 100 80
4AAAA 4 100 85

4A:
4AA:
4AAA:
4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
5A 3 100 80
5AA 2 100 75
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
5B 4 90 85
5BB 4 90 85

5B:
5BB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Standard overhead. It's fast but punishable on block.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 2 12 -2 F
  • Can low profile some standing pokes
  • Can be chained into 4A and 5A up to 2 times
  • Can chain into itself

Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 10 2 30 -15 B 8~11 H
  • Good Anti-Air
  • Moves Chie forward
  • Can be jump canceled, even on block!

Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 9 3 20 -4 F
  • Jump cancelable

That's right boys, we can jump cancel our 2C on hit AND on block!

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
3 80 70, 70
  • Final hit is considered separate hit with P2:70%



Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T
  • Can convert it into a combo by linking 2A > 5B

Unlike most throws,Chie's can't be special or super canceled.Is very threatening during power charge as Chie can do 4-8K in a single hit. On certain characters you can do 2B > 5BB which will let you do B Herc loops which will do more damage than using 2A..If your fast enough,you can do throw>214BC(Level 1 power charge)>2A.

Level P1 P2
0, 1, 4 100 50
  • Minimum Damage 2000


High Counter

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 45 1~25 Guard All
AD Attack 950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 Until L+8L B 1~38 All
j.AD 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

Version Level P1 P2
AD
AD Attack 2, 4×4 80 60
j.AD 4 80 60

AD:
AD Attack:

  • Minimum Damage 47×5 (235)


j.AD:

  • Minimum Damage 55×4 (220)



Skills

Rampage

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 800×3 All 11 5(3)3(6)6 17 -6 H
236A > X 1200×2 High, All 6 2(9)3 20 -4 B, F
236A > X > X 3000 All 18 12 27+15L -33 H
  • You can influence the distance traveled by holding backwards or forwards during the start up of the Rampage

Is very important for her combos as it will let go into Skull Cracker and can help her close the gap mid-combo.


The followup is an overhead. Useful in the corner since it allows her to get loops with 5A.


Version Level P1 P2
236A 3 80 80
236A > X 4 80 85
236A > X > X 5 80 90

236A:

  • Minimum Damage 40×3 (120)


236A > X:

  • Minimum Damage 60×2 (120)


236A > X > X:

  • Minimum Damage 150


Dragon Kick

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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 we say let it rip and kick for the stars! (Please note that we at Dustloop will not be held accountable for any lost matches, dropped sets or crushed self-esteems)

Version Level P1 P2
236B 5 80 90
j.236B 5 80 90

236B:

  • Minimum Damage 150


j.236B:

  • Minimum Damage 150

Herculean Strike

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 All 11 6 23 -8 B
214B 2200 All 25 10 18 -4 B 1~20 T
  • Good ground combo ender

  • B version blows back and gives a small wall bounce, wall splats in the corner
  • Can be canceled into Dragon Kick
  • The B version travels 90% of the screen and can be used as a long range whiff punish in some situations.
  • On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B
  • Can be plus on block if spaced correctly
Version Level P1 P2
214A 3 90 80
214B 5 80 90

214A:

  • Minimum Damage 90


214B:

  • Minimum Damage 110



Extra Skills

EX Dragon Kick

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
236C 5 80 90
j.236C 5 80 90

236C:

  • Minimum Damage 450


j.236C:

  • Minimum Damage 450


EX Herculean Strike

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 25 10,1 18 +7 B 1~20 T
  • Wall bounces midscreen, Wall splats in the corner
  • Can be canceled into Dragon Kick
Level P1 P2
5 70 90
  • Minimum Damage 250


Partner Skills

5P

Herculean Strike > Black Spot

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 1700 All (18)+13 7 [(20)12] 25 [13] -12 B, P1
  • Followup Black Spot Hit only comes out on hit

As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from.

Level P1 P2
3, 4 70 80, 90
  • Only does 2nd hit (values in []) on hit
  • Minimum Damage 75, 85 (160)


6P

Dragon Kick

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All (18)+23 12 26+14L -31 H
  • Wall bounces, allowing you to pick it up with a combo
  • Great to use for active switch crossups

This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit.

Level P1 P2
5 70 90
  • Minimum Damage 125


4P

P4A 2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B×3

Very strong pressure assist. As this assist attacks with Chie's persona, all the hits will connect even if your opponents try to pushblock it.

Level P1 P2
4 70×2, 100 85
  • Minimum Damage 50×2, 85 (185)



Distortion Skills

God's Hand

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All

Her main combo ender. Can be used as a reversal but has low range so be careful.Also important for power charge combos due to the damage it does.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 1920 [1122, 1100 (2222)]
  • [If first attack is blocked, second hit has base damage 5100]


Power Charge

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
  • Values in [] are for Enhanced version
  • Values in {} are when you hold the buttons
  • Increases Power Charge Level by 1 {2} [{3}]
  • Base power of all attacks increases when Power Charge is active. Lv1: +100% Lv2: +200% Lv3: +300%


Agneyastra

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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
740×10 [960×10] All 11+(41 Flash)+0 P(3){P(5)}×8,P Total: 22 P2 1~10 All
  • j.214B+C results in Meteors going half screen
  • j.236B+C results in Meteors going full screen
  • Maximum number of hits is 8.

Nice for corner pressure

Only has 11 frames of recovery post flash, making it difficult for many characters to punish if Chie gets some space.

Level P1 P2
5 80 95×10
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Attacks appear at the top of the screen
  • Minimum Damage: 111×N [144×N]



Distortion Skill Duo

God's Hand

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All

Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists!

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Galactic Punt

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All
  • Doesn't directly combo from grab.
  • Can combo into it after 5bb or Skull Cracker
  • Fullscreen tracking

This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.

Level P1 P2
5



External References

Navigation

 Chie Satonaka
To edit frame data, edit values in BBTag/Chie Satonaka/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes