P4U2R/Chie Satonaka/Combos

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File:P4U2.5 Chie Satonaka Icon.png 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+A.png becomes 236A.
> = 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

A Starters

Combo Damage Meter Gain Difficulty Version Notes
5AAAAA 1691 26% Autocombo Normal Basic Autocombo. Works on midair opponents that are a bit low to the ground
5AAAAA 2091 -31% Autocombo Normal Metered basic Autocombo. Works on midair opponents that are a bit low to the ground
5AAAAAA 1628 34% Autocombo Shadow Shadow Autocombo. Damage varies based on number of 5AA hits. Doesn't work on airborne opponents due to A Rampage being part of the combo
5AAAAAA 1959 -26% Autocombo Shadow Metered shadow Autocombo. Damage varies based on number of 5AA hits. Doesn't work on airborne opponents due to A Rampage being part of the combo.
5AAA > 236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 1965 25% Easy Normal B Skullcracker extension, made possible by Normal Chie's autocombo.
5AA > 5C > 2B > 5B > 2A+B > 214A 1532 (1422) 15% (19%) Easy Both A bit more spacing-dependent for S. Chie due to Normal Chie's 5AA having a vacuum effect
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
2AA > 2B > 5B > 2A+B > 214A 1153 (1036) 11% (14%) Easy Both Chie rushes forward during 2B which lets it combo after almost every 2A hit
2AA > 2B > 5B > 5C > 214A 1230 (1105) 12% (15%) Easy Both Somewhat different from the usual flow, 5C > 214A can be a stable ender when sweep normally wouldn't react.
2AA > 2B > 5B > 2A+B > 214A > 236C > j.214214D > 236D 3481 (3130) -32% (-27%) Easy Both Simple metered damage extension (Awakening/Shadow only)
2AA > 2B > 2A+B > 214A~214D > 236236A > 66 5C > IAD j.2B > j.236B~236B~214B~236D > j.214214C > 236D 4704 (4233) -85% (-81%) Hard Both Harder metered damage extension (Awakening/Shadow only). Replace j.2B with j.A for consistency if you're having trouble. Ending 236D only doesn't work if you start with your back to the corner. Use 236C in that case for 4647 (4181) Damage. Full corner carry.
FC 2AA > 2B > 2A+B > j.C > j.B > 5C > 236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2A+B 2283 (2054) 31% (40%) Easy Both Example of a route that becomes available through Fatal Counter
5A > 214C > OMB > 236236B > 236236A > 66 5C > 236B~236B~214B~236C > j.214214D > 236D 6992 -142% Medium Normal Simple OMB path off of just about anything and ends up being optimal/close enough to optimal

B Starters

Combo Damage Meter Gain Difficulty Version Notes
5B > 5C > 2B > 5B > 2A+B > 214A 1998 (1798) 15% (18%) Easy Both Basic 5B BnB.
5B > 2B > 2A+B > 214A~214D > 236236A > 66 5C > IAD j.2B > j.236B~236B~214B~236D 4252 (3824) -36% (-32%) Medium Both Power Charge combo, optimized for damage. Ending 236D only doesn't work if you start with your back to the corner. Use 236C in that case for 4122 (3707) Damage. Full corner carry.
5B > 2B > 2A+B > 214A~214D > 236236A > 66 5C > IAD j.2B > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 2B > 2A+B 3958 (3559) -36% (-32%) Medium Both Power Charge combo, optimized for okizeme.
CH 5B > 2DD > [j.BB > 5C > j.C] > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 3653 (3280) 36% (46%) Medium Both 5B CH combo. Typically used for DP punishes. Part in brackets can be replaced by [5B > j.BB > j.C], [j.BB], [5B > 2B > 5C > j.C], [IAD airturn j.BB], etc. The one listed is currently optimal. Requires dash before 5B against some crouching opponents for all of 2DD to hit, or can use 2B (CH) instead
(CH) 5B > 2DD > [j.BB > 5C > j.C] > j.236B~236B~214B~236C > j.214214D > 236D 5366 (4822) -17% (-8%) Medium Both Metered version of the above combo. Awakening/Shadow only. Depending on positioning, can swap 236C with 236D and/or j.214214D with j.214214C
AA 2B > (5B) > j.BB > (j.C) > j.236B~236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 2900 (2611) 29% (37%) Medium Both 2B Antiair combo. Optional 5B and j.C are for height-dependent stability but you'll never need both (Damage listed is for picking j.C). Not possible if opponent is too high
AA 2B > (5B) > j.BB > j.8D > 5B > 5C > 2C(1) > dc > 5B > 2B > 2A+B 2480 (2233) 36% (33%) Medium Both 2B Antiair combo. First 5B is optional for stability depending on height

C Starters

Combo Damage Meter Gain Difficulty Version Notes
5C > 5B > 2B > 2A+B > 214A 1852 (1667) 12% (16%) Easy Both Basic 5C BnB. Should start to look familiar.
(CH) 5C > dc > 5B > 5C > 2B > 5B > 2A+B > 214A 2503 (2251) 18% (22%) Easy Both
(CH) 5C > dc > 5AAA > 236B~236B > 5C > 2C(1) > dc > 5B > 2B > 2A+B 2709 25% Easy Normal Normal Chie only. Extra corner carry
(CH) Far 5C > IAD j.BB > j.C > 66 5B > 5C > 2B > 5B > 2A+B 2925 (2631) 22% (28%) Medium Both
AA 5C > IAD j.A > (j.C) > j.236B~236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 3046 (2737) 28% (35%) Medium Both Air hit 5C confirm. Optional j.C is if they're lower to the ground
AA 5C > 2C(1) > dc > 5B > 5C > 2B > 5B > 2A+B 2312 (2080) 17% (22%) Medium Both Air hit 5C confirm. No IAD but more positioning-specific to only get 2C(1)
2C > dc > 5A > 5C > j.2B > j.C > j.8D 2150 (1940) 17% (22%) Easy Both Confirming 2 hit 2C into j.8D knockdown for safejump or 5DD/2DD oki. Also works off of Antiair/CH 5C > 2C(2)
2C > dc > 5A > 5C > 236B~236B > dl.214B 2073 (1864) 17% (22%) Hard Both Harder than the above route, and worse damage, but gives full screen corner carry. Requires slight delay on 214B or else they can air tech

D Starters

Combo Damage Meter Gain Difficulty Version Notes
5DD > [j.BB > 5C > j.C] > j.236B~236B > 5C > 2C(1) > dc > 5B > 5C > 2A+B 3458 (3110) 33% (42%) Easy Both Sometimes 5DD/2DD oki hits. You can do a similar route to the 5B (CH) > 2DD routes, but you need to exclude 1-2 hits due to proration. Part in brackets can be replaced by [5B > j.2B > j.C], [5B > 2B > 5C > j.C], [j.BB], etc. 2DD works similarly but gives a bit less damage

Air Normal Starters

Combo Damage Meter Gain Difficulty Notes
j.A > (j.A) > j.C > j.8D 1338 (1194) 10% (13%) Easy Incredibly basic j.A confirm. Particularly relevant when double jump isn't available
j.A > (j.A) > dj.BB > j.C > j.8D 1794 (1607) 14% (18%) Easy Basic air-to-air j.A confirm. Honestly works with pretty much any j.A-C normal starter
[j.A > (j.A) > j.C > dj.BB] > j.8D > 5B > 5C > 2C(1) > dc > 5B > 2A+B 2505 (2245) 26% (33%) Medium Extended air-to-air confirm. Part in brackets can be replaced with [j.AA > j.2B], [j.BB], etc. Pretty much any string of air A-C normals ending in j.BB or j.2B > j.8D depending on vertical spacing
[j.BB] > j.236B~236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 2675 (2409) 25% (32%) Medium Even more spacing dependent air-to-air confirm. Part in brackets can be replaced with [j.AA], [j.AAC], [j.AAB], [j.AA2B], or pretty much anything depending on vertical spacing, but j.BB is the main one where this path is better. At most one normal jump height, so airdash starter works but not superjump/double jump.
[j.AA] > j.C > j.8D > Airdash j.2B > j.236B~236B > 5C > 2C(1) > dc > 2A+B 2307 (2068) 26% (33%) Hard Situational air-to-air confirm j.AA can be replaced with some combination of j.A/B normals
j.D > Airdash [j.2B] > j.236B~236B > 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 2932 (2637) 27% (35%) Hard j.D starter is a bit more forgiving for proration and allows for different connectors such as [j.A], [j.AC], [j.B], [j.BB], [j.BBC], etc. depending on vertical spacing. Also works with j.C (CH) starter

Furious Action Starter

Combo Damage Meter Gain Difficulty Notes
BD 1100 (990) 16% (18%) Not actually a combo 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 1593 (1431) -46% (-45%) Medium 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 1912 (1717) -46% (-45%) Medium Metered DP combo. Damage route
(CH) BD(5) > j.214214D > 236B~236B~236C 2776 (2478) -44% (-43%) Medium Awakening/Shadow only. Just doing D meteors > 236D is 2758 (2480) damage and a lot easier

All Out Attack Starter

Combo Damage Meter Gain Difficulty Notes
AoA~C > j.2B > j.BB > j.C > 236D 2550 (2285) 32% (41%) Easy Simple midscreen AoA~C route that doesn't lead to knockdown
AoA~C > j.D 2064 (1840) 20% (25%) Easy AoA~C midscreen route that does lead to knockdown. Double jump j.2B can safejump if timed well afterward but it's hard
AoA~D (FC) 1800 (1658) 16% (20%) Not actually a combo D ender does give a fairly straightforward knockdown into safejump midscreen. Note that in this case the (FC) refers to Fatal Counter D ender, not that the initial hit needs to be a Fatal Counter

Throw Starter

Combo Damage Meter Gain Difficulty Notes
Throw > 236236A > 5C > 236B~236B > 66 5C > 2C(1) > dc > 5B > 2A+B 2729 (2425) -45% (-44%) Easy Simple metered throw route into knockdown/safejump, since Chie doesn't even get safejump off of CH throw anymore
Throw > 236236A > 5C > 5B > j.2B > j.236B~236B > 66 5C > 2C(1) > 236C 3224 (2903) -45% (-44%) Easy Current optimal metered throw route for damage
Throw > 236236A > 5C > 5B > j.2B > j.236B~236B~214B~236C > j.214214D > 236D 5079 (4571) -94% (-92%) Easy High metered throw route for damage. Meteors can make damage vary a bit

Misc. Starters

Combo Damage Meter Gain Difficulty Version Notes
(FC) 214C+D > 5C > dc > 5B > dl.5C > IAD dl.j.2B > 5C > 2DD > j.BB > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 2A+B 5557 (4987) -25% (-25%) Hard Both Occasionally replace j.BB with just j.B for consistency depending on height. Initial 5C can be optional. Can loop the (IAD delay j.2B > 5C) segment 2-3 times which can increase or decrease total damage. Can side-swap depending on dash before initial 5C
(FC) 214C+D > 5C > dc > 5B > dl.5C > IAD dl.j.2B > 5C > 2DD > j.BB > j.236B~236B > 66 5C > 2C > 214B~214D > 236236D 6811 (6115) -71% (-70%) Hard Both Can omit 5C > 2C or opt for 5C >2C(1) for some stability
(FC) 214C+D > 5C > dc > 5B > dl.5C > IAD dl.j.2B > 5C > 2DD > j.BB > j.236B~236B > 66 5C > 2C > 214B~236D > j.214214C > 236D 7334 (6585) -70% (-69%) Hard Both Awakening/Shadow only
(FC) 214C+D > 236236A+B > dash 5C > 236B~236B~214B~236C > j.214214C > 236D 9448 -148% Easy Normal (CH) 214C+D > 236236A+B works for both, but generally only normal in Awakening benefits from the meter usage
(CH) 214B > dash 5C > IAD j.2B > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2B > 2A+B 3422 (3071) 30% (38%) Easy Both Somewhat spacing-dependent 214B CH confirm
~236B > 66 5C > IAD j.A > j.C > j.236B~236B > 66 5C > 2C(1) > dc > 5B > 5C > 2A+B 2960 (2660) 30% (38%) Hard Both Slightly spacing dependent B Skull Cracker route. Requires a slightly longer than normal microdash for the initial 66 5C

Corner Only

A Starters

Combo Damage Meter Gain Difficulty Version Notes
2A > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > dc > 2A+B 1915 (1720) 12% (18%) Easy Both 2A+B gives a good knockdown to start her safejump pressure.
2A > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > AoA~D (FC) 2118 (1911) 34% (44%) Medium Both AoA~D ender gives more meter and a better knockdown, but is harder/can be impossible in some situations, and getting air hit AoA gives a significantly worse post-combo situation
5AAAAA > 214B > 5C > 2C(1) > AoA~D (FC) 1832 54% Medium Shadow Corner/near-corner Shadow autocombo extension for huge meter gain
2A > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > 214B~214D > 236236D 3177 (2856) -22% (-14%) Easy Both 50 meter version of the above combo.
5AAAAA > 214B > 236D > j.214214C > [Air Backdash] > 2C(1) > (5DD) 3061 -9% Easy Shadow Example of Agneyastra path from autocombo leading to Freeze > 5DD oki. Air Backdash can be replaced by [Backdash > Walk back slightly] or [Backdash x 2 > Walk forward slightly]
5AAAA > 236C > j.214214C > Air Backdash > 2C(1) > (5DD) 3127 -24% Easy Normal Awakening only. Example of Agneyastra path from autocombo leading to Freeze > 5DD oki
2A > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > 236D > j.214214C > 236D 3674 (3303) -21% (-13%) Easy Both Awakening/Shadow only
2A > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > 236D > j.214214C > 236236D 4659 (4190) -71% (-63%) Easy Both Awakening/Shadow only. Meter dump option
2A > 5B > 5C > 214C > 236236B > 5B > 5C > IAD j.2B > j.236B~236B~214B~214D > 236236D 4737 (4260) -88% (-84%) Medium Both 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 j.C for easier inputs but less damage and occasional less reliability
2A > 5B > 5C > 214C > 236236B > 5B > 5C > IAD j.2B > j.236B~236B~214B~236D > j.214214C > 236D 5413 (4868) -86% (-84%) Medium Both 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 > 236236D 6992 -137% Medium Normal Full meter dump route. Awakening normal only

B Starters

Combo Damage Meter Gain Difficulty Version Notes
5B > 2B > 236A~236A > 5B > 5C > hc/dj > j.C > j.236B~236B > 5C > 2C(1) > dc > 2A+B 2872 (2528) 29% (38%) Easy Both Can also do AoA~D (FC) ender for 3076 (2774), 41% (54%)
5B > 2B > 214C > 236236B > 5B > 5C > jc j.2B > j.236B~236B~214B~236D 4607 (4145) -41% (-39%) Easy Both
(CH) 5B > 2DD > j.BB > 5C > j.C > j.236B~236B~214B > 5C > 2C(1) > AoA~D (FC) 3786 (3407) 45% (59%) Medium Both Corner/near-corner 5B CH route. Similar to midscreen but gets 214B after Skull Cracker and AoA ender
(CH) 5B > 2DD > 236236B > 5B > j.BB > j.236B~236B~214B~236D > j.214214C > 236D 6888 (6186) -92% (-90%) Easy Both Corner-specific 5B CH heavy metered route
(CH) 5B > 2DD > 236236A+B > 5A > 5C > j.C > j.236B~236B~214B~236D > j.214214C > 236D 8328 -107% Easy Normal SB power Charge off 5B CH. Mostly beneficial for normal Chie
AA 2B > j.BB > j.8D > 5B > 5C > 236B~236B > 5C > 2C(1) > AoA~D (FC) 2696 (2421) 40% (51%) Hard Both 2B Antiair route opened up by the corner. Stabilizing 5B after 2B and 214B after Skull Cracker won't work because they let the opponent tech out before 2C

C Starters

Combo Damage Meter Gain Difficulty Version Notes
AA 5C > 2C > dc > 5B > 5C > j.C > 236B~236B~214B~236D 3536 (3182) 34% (44%) Medium Both 5C > 2C antiair route if you end up getting 2nd hit 2C. In the corner 236D can actually give knockdown off shorter combos and leads to autotimed safejump by holding 7 but loses corner position

Air Normal Starters

Combo Damage Meter Gain Difficulty Notes
j.BB > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > dc > 5B > 5C > 2A+B 2843 (2559) 30% (39%) Easy General combo from airdash j.BB starter
j.BB > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > dc > 5B > 5C > 2A+B > 214A~214C > 236236D 4145 (3730) -14% (-4%) Easy Metered option
j.BB > 5B > 5C > 236A~236A > 5B > 5C > hc/jc > j.C > j.236B~236B~214B~214D > 236236D 4265 (3840) -15% (-5%) Easy
j.BB > 5B > 5C > 236A~236A~214B > 5C > 2C(1) > 236D > j.214214C > 236236D 4559 (4104) -18% (-9%) Easy These paths should start to feel familiar. Most things that work with A starters work here

All Out Attack Starter

Combo Damage Meter Gain Difficulty Notes
AoA~D (FC) > j.2B > 5C > 214B > 5C > 2C(1) > (dc) > 5B > 2A+B 2787 (2545) 34% (44%) Easy Jump cancel the D ender and do j.2B while falling. Note that in this case the (FC) refers to Fatal Counter D ender, not that the initial hit needs to be a Fatal Counter
AoA~D (FC) > j.2D > j.2B > 5C > 2D > Jump Back j.4D > (Air backdash 5DD/2DD) 2930 (2666) 33% (43%) Medium This one requires instant j.2D. The post-knockdown situation leaves the opponent blocking 5DD/2DD with a slight gap in the corner for 4 way mixups

Misc. Starters

Combo Damage Meter Gain Difficulty Notes
j.236A+B (whiff)~236B > 5C > j.2B > j.C > j.236B~236B > 5C > 2C > 214B~214D > 236236D 4361 (3921) -72% (-71%) Easy j.236A+B close to the ground won't come out but will still allow for Skull Cracker followup for an "instant" overhead
~236B > 5C > j.2B > j.C > j.236B~236B~214B > 5C > 2C(1) > AoA~D (FC) 3246 (2926) 41% (53%) Medium B Skull Cracker reset combo. 236A~236B won't combo on standing which leads to a cheeky reset
(FC) AA 214C > dc > [2A+B > j.C > j.B] > 5C > IAD j.2B > 5C > 2DD > j.BB > j.236B~236B~214B > 5C > 2C(1) > AoA~D (FC) 5177 (4649) 56% (71%) Hard C Black Spot Antiair combo. Can be used to punish some DPs. Depending on height, can replace [2A+B > j.C > j.B] section with [5B > 5C] or [5A > 5C]

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

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 > 214C+D > 236C+D, j.236C > j.236D j.214214D > j.236D 75 10342 Any Easy SB Black Spot FC kill combo

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 ... > 236236A > 66 5C > ... and the microdash is essential to ensure proper spacing for the rest of the combo to connect. The Power Charge is what resets Chie to a neutral position again and allows her to run/microdash.


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 do you make 2C(1) > AoA~D consistent?

A: ¯\_ (ツ)_/¯

Video Examples

External References

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