P4U2R/Chie Satonaka/Strategy: Difference between revisions

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(Added a section on safejumps and tried to be descriptive without being tooooo verbose)
(Added colours and updated notations for consistency.)
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==Tips and Tricks==
==Tips and Tricks==


Quick note about safejumps, as they're an important part of Chie's kit. Most non-damage-focused combos that end in knockdown (such as ending in 2AB, 214A, AoA~D (FC), j.D) allow for Chie to get a safejump. For a definition, safejumps are jumpin attacks (generally when the opponent is waking up from knockdown) that are timed such that if the opponent does anything other than an invincible reversal it will hit them/cause them to block, and will land and block any attempted invincible reversal. This is because most aerial moves have no landing recovery whereas reversal attacks have a small, but not insignificant, startup. This is particularly valuable in Persona 4 Arena because everyone has an invincible reversal via Furious Action (commonly referred to as DPs here) and frame 1 invincible backdashes aren't available for a few frames on wakeup.<br/>
Quick note about safejumps, as they're an important part of Chie's kit. Most non-damage-focused combos that end in knockdown (such as ending in {{clr|1|2A}}+{{clr|2|B}}, {{clr|1|214A}}, AoA~{{clr|4|D}} (FC), {{clr|4|j.D}}) allow for Chie to get a safejump. For a definition, safejumps are jumpin attacks (generally when the opponent is waking up from knockdown) that are timed such that if the opponent does anything other than an invincible reversal it will hit them/cause them to block, and will land and block any attempted invincible reversal. This is because most aerial moves have no landing recovery whereas reversal attacks have a small, but not insignificant, startup. This is particularly valuable in Persona 4 Arena because everyone has an invincible reversal via Furious Action (commonly referred to as DPs here) and frame 1 invincible backdashes aren't available for a few frames on wakeup.<br/>
Safejumping after 214A ender is generally fairly autotimed. Holding forward jump at the end of the combo will automatically get the safejump timing correct so all you need to do is input j.B/j.2B close to landing (or framekilling the jump with instant j.B). For most other knockdown enders, it requires a bit of manual timing. Generally, the timing is just to do a forward jump right when/just before the opponent hits the ground. There are also more creative options, such as doing an IAD when the opponent hits the ground, or even 2AB > Immediate neutral superjump > airturn > slight delay air backdash > j.B.<!-- If you're reading this, you get to learn my super secret safejump setup: ... > 5B > 2B > 2AB > superjump forward airturn j.C > j.B crosses up, but ... > 2B > 5B > 2AB > superjump forward airturn j.C > airturn again j.B hits same side -->
Safejumping after {{clr|1|214A}} ender is generally fairly autotimed. Holding forward jump at the end of the combo will automatically get the safejump timing correct so all you need to do is input {{clr|2|j.B}}/{{clr|2|j.2B}} close to landing (or framekilling the jump with instant {{clr|2|j.B}}). For most other knockdown enders, it requires a bit of manual timing. Generally, the timing is just to do a forward jump right when/just before the opponent hits the ground. There are also more creative options, such as doing an IAD when the opponent hits the ground, or even {{clr|1|2A}}+{{clr|2|B}} > Immediate neutral superjump > airturn > slight delay air backdash > {{clr|2|j.B}}.<!-- If you're reading this, you get to learn my super secret safejump setup: ... > {{clr|2|5B}} > {{clr|2|2B}} > 2AB > superjump forward airturn {{clr|3|j.C}} > {{clr|2|j.B}} crosses up, but ... > {{clr|2|2B}} > {{clr|2|5B}} > 2AB > superjump forward airturn {{clr|3|j.C}} > airturn again {{clr|2|j.B}} hits same side -->


===Special Reversal Options===
===Special Reversal Options===
* Kanji's DP - Beats j.B/j.2B safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with j.C (requires slightly different timing) or choose a different okizeme option.
* Kanji's DP - Beats {{clr|2|j.B}}/{{clr|2|j.2B}} safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with {{clr|3|j.C}} (requires slightly different timing) or choose a different okizeme option.
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option.
* Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option.
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these and not just tie. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these.
* Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these and not just tie. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these.
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* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it.
* Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it.
* Naoto's DP~Safety - Naoto's DP is a counterattack that has a backdash followup. Not amazingly strong, but should be aware of as an option.
* Naoto's DP~Safety - Naoto's DP is a counterattack that has a backdash followup. Not amazingly strong, but should be aware of as an option.
* Minazuki's 214214CD - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you.
* Minazuki's {{clr|3|214214C}}+{{clr|4|D}} - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you.
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup.
* Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup.
* This list probably isn't complete.
* This list probably isn't complete.

Revision as of 04:07, 18 April 2022

File:P4U2.5 Chie Satonaka Icon.png Chie Satonaka




General Tactics

Chie's basic plan is to just do what you can to work your way in and stay in your opponent's face where your fast buttons and high damage can win the day. Unlike most characters, she doesn't really have a mechanic that she plays behind, or big buttons to bully people with, so you just have to force your way in, or force them to whiff something to let you in and just try and keep them pressured.

Tips and Tricks

Quick note about safejumps, as they're an important part of Chie's kit. Most non-damage-focused combos that end in knockdown (such as ending in 2A+B, 214A, AoA~D (FC), j.D) allow for Chie to get a safejump. For a definition, safejumps are jumpin attacks (generally when the opponent is waking up from knockdown) that are timed such that if the opponent does anything other than an invincible reversal it will hit them/cause them to block, and will land and block any attempted invincible reversal. This is because most aerial moves have no landing recovery whereas reversal attacks have a small, but not insignificant, startup. This is particularly valuable in Persona 4 Arena because everyone has an invincible reversal via Furious Action (commonly referred to as DPs here) and frame 1 invincible backdashes aren't available for a few frames on wakeup.
Safejumping after 214A ender is generally fairly autotimed. Holding forward jump at the end of the combo will automatically get the safejump timing correct so all you need to do is input j.B/j.2B close to landing (or framekilling the jump with instant j.B). For most other knockdown enders, it requires a bit of manual timing. Generally, the timing is just to do a forward jump right when/just before the opponent hits the ground. There are also more creative options, such as doing an IAD when the opponent hits the ground, or even 2A+B > Immediate neutral superjump > airturn > slight delay air backdash > j.B.

Special Reversal Options

  • Kanji's DP - Beats j.B/j.2B safejumps because coming in contact with him with a non-Persona move shocks you. Safejump with j.C (requires slightly different timing) or choose a different okizeme option.
  • Yosuke's DP - Counter with a frame 1 counterattack. Needs to be safejumped frame-perfectly, or choose a different okizeme option.
  • Elizabeth and Margaret's DPs - These are invulnerable throws. Since you won't be in counterhit state when landing from your safejump, you can tech these throws, but there are better options to properly beat these and not just tie. Inputting a backdash or an AoA during the expected hitstop of the safejump will allow you to avoid and punish these.
  • Adachi's DP - This is an overhead, so if you block safejumped reversals by crouchblocking, you'll need to standblock to account for it. It's also really slow, so you can play around that.
  • Chie's DP - The first hit of the counterattack is a low, so if you block safejumped reversals by standblocking, you'll need to crouchblock to account for it.
  • Naoto's DP~Safety - Naoto's DP is a counterattack that has a backdash followup. Not amazingly strong, but should be aware of as an option.
  • Minazuki's 214214C+D - This is just a counter that you can't safejump at all. Hitting him at all causes the counter to immediately trigger and hit you.
  • Aigis's Orgia Backdash - This is the only invincible backdash allowed on wakeup.
  • This list probably isn't complete.



Navigation

File:P4U2.5 Chie Satonaka Icon.png Chie Satonaka