The Chie Satonaka Thread

Fore God ViiFore God Vii Level 2 MemberJoined: Posts: 475
Come to this thread if you are thinking about maining Chie Satonaka in Persona 4: Arena which is on the xbox 360 and playstation 3. You can also post combos videos and generally chat about the character.
Here are some starter vids to help you guys out with Chie. (Note these vids are not mine so shoutouts to Mayonaka Forums and whatever japanese player who uploaded.
XBL: CaptainxClas A.K.A ITSHiCLASYO, Fore God VII
Skype: speckledorked
PSN: ItsHiClasYo Youtube: www.youtube.com/CapTnClas
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Comments

  • bluASTERiSKbluASTERiSK ブルアストリスク Joined: Posts: 609
    We need one for Naoto :(
    Er... everybody else too :|
    How do these forums usually get their character sub forums? I've been going to SF4 for the past 3 years or so and everything was just already there :P
  • SUPARNOVAXSUPARNOVAX 必殺技 Joined: Posts: 5,809 ✭✭✭✭✭ OG
    It's going to be put in soon.
    "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
  • HitomiHitomi Rindoukan Blue Belt Joined: Posts: 1,125
    I got some questions for Chie vets!

    1. What's her ideal jump-in? j.BB? j.C? What are some good air-to-ground mix-ups? Does Chie jump a lot as a character in general outside of oki?

    2. Anti-airs outside of 2B? For that matter, what should I follow up her 2B (and AB?) with? I've been doing the challenge mode combo, j.B, j.B JC j.B, j.B xx 2BD, which not only does pitiful damage but I can't use it mid-screen sometimes.

    3. BnB hit-confirm is what? Stuff into 5B > 5C xx 236A?

    4. What are her high-low mix-ups? The only overhead I think she has outside of AB is her 236A. I don't get how I'm supposed to mix up opponents while they're blocking yet - does she have frame traps?

    5. Where should most of her meter go? Any particular special worth powering up? I use her fireball super to help me get in, not sure if I should be spending it on Power Charge, God Hand, or one of her specials.

    6. Anyone got visual cues on when to follow up her 236A/B with another one? You can't really mash it, and without a cue I'm at about a 70% success rate, sadly.
    Formerly Robot Makoto
  • Fore God ViiFore God Vii Level 2 Member Joined: Posts: 475
    I might update this thread with combos later but first i need to become decent at the game before i give advice lol.
    XBL: CaptainxClas A.K.A ITSHiCLASYO, Fore God VII
    Skype: speckledorked
    PSN: ItsHiClasYo Youtube: www.youtube.com/CapTnClas
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  • OnirosOniros Joined: Posts: 108
    GGXX being the last ArcSys fighter I played rigorously, it makes me happy that Chie plays very very similar to Jam. Definitely sticking her as my main. Atm though, I need to work more on my mix-ups and other stuff.
    P4A: Chie/GG: Jam/VSav: Q-Bee
    Rival Schools needs to come back!
  • Fore God ViiFore God Vii Level 2 Member Joined: Posts: 475
    Lol how the fffff do u do Chie trial 28
    XBL: CaptainxClas A.K.A ITSHiCLASYO, Fore God VII
    Skype: speckledorked
    PSN: ItsHiClasYo Youtube: www.youtube.com/CapTnClas
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  • kenmastersXkenmastersX Stone Nguyen Joined: Posts: 3,271
    stuff

    1. What's her ideal jump-in? j.BB? j.C? What are some good air-to-ground mix-ups? Does Chie jump a lot as a character in general outside of oki?

    She generally has bad jump ins, you either want to do delayed jump air dashes or persona calls for careful spacing.

    2. Anti-airs outside of 2B?

    No anti-airs outside of 2B and B+D counter.

    4. What are her high-low mix-ups? The only overhead I think she has outside of AB is her 236A. I don't get how I'm supposed to mix up opponents while they're blocking yet - does she have frame traps?

    Any delayed string is a pretty ok frame trap. Also, when you're pressuring them with strings, a lot of her stuff is jump cancellable, which is what you want to do to start baiting the opponent. Like a typical setup would be 2.B, if it's blocked jump back, air dash forward into turn around (A+B) and do a j.B. Don't forget about throws and AoAs (A+B) apparently it's one of the fastest. Watch a bunch of videos for typical stuff.

    5. Where should most of her meter go? Any particular special worth powering up? I use her fireball super to help me get in, not sure if I should be spending it on Power Charge, God Hand, or one of her specials.

    God hand when you want to finish people off in combos and if you think you can hit them in either delayed block strings or something vulnerable, god hand has a ton of invuln. Power charge in block strings, since it puts you at even on block I think? Or something close to it. And if you have meter you can follow up god hand/throws with a one more cancel xx 2a, 2b, etc to otg combo after.

    6. Anyone got visual cues on when to follow up her 236A/B with another one? You can't really mash it, and without a cue I'm at about a 70% success rate, sadly.

    The followup to 236A right? There is a ton of frames to buffer special cancels and followups, you can do them fairly early and it'll still come out. If you are not getting it out then you're doing it too late. You can typically do stuff a few frames before you think it should be where you cancel and it'll work, so do it sometime before the last kick lands.

    This is the best answer that I can help with for now, since we're all still learning ourselves.
    Evo MvC3 top 32 choke artist. :(

    Also, I'm not Richard Nguyen's brother!
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    I got some questions for Chie vets!

    1. What's her ideal jump-in? j.BB? j.C? What are some good air-to-ground mix-ups? Does Chie jump a lot as a character in general outside of oki?

    2. Anti-airs outside of 2B? For that matter, what should I follow up her 2B (and AB?) with? I've been doing the challenge mode combo, j.B, j.B JC j.B, j.B xx 2BD, which not only does pitiful damage but I can't use it mid-screen sometimes.

    3. BnB hit-confirm is what? Stuff into 5B > 5C xx 236A?

    4. What are her high-low mix-ups? The only overhead I think she has outside of AB is her 236A. I don't get how I'm supposed to mix up opponents while they're blocking yet - does she have frame traps?

    5. Where should most of her meter go? Any particular special worth powering up? I use her fireball super to help me get in, not sure if I should be spending it on Power Charge, God Hand, or one of her specials.

    6. Anyone got visual cues on when to follow up her 236A/B with another one? You can't really mash it, and without a cue I'm at about a 70% success rate, sadly.

    Better late than never:

    1. Jumping isn't really a commitment in this game the same way it is in SF, you can just view it as another plane of movement. I guess the answer is that Chie doesn't jump as much as some of the characters because her air normals aren't great, but jumping is still a huge part of her pressure.

    2. Nope. I think 2B > jBB > 8D > 2AB/5AB is the standard BnB to end in knockdown.

    3. Again, you want to end pretty much every combo into knockdown and 5DD/2DD. Oki is possibly Chie's biggest strength as a character. If you're doing all your combos for max damage and getting bad positioning, you're not going to have much success. Pretty much just something like 5AA > 5B > 2B > 2AB (5DD) is simple and effective. If you want to use 25%, you can autocombo into an EX Dragon Kick, and for 50% you can do all sorts of things.

    4. Once you're in, it's all mindgames. Delay your blockstrings, backdash-cancel your 5C, jump-cancel and air dash to throw off their timings, then when they're expecting an overhead you land and 2A, or just throw them. You can also do stuff like 236A > 236A > OMC > 2A, or 236A > 236A > 236236A > 5CD, using your meter to bait bad reactions. Do anything you want but stay unpredictable. When you're in with Chie, they're inside of your world.

    5. Not sure yet, I probably save too much of my meter for meteors and should spend more of it on OMCs for pressure. You'll be tempted to end a lot of combos with God's Hand but I don't think that's generally worthwhile since it's such a good super to react with. It really depends on your level and what combos you're capable of doing. If you have a hard time getting in, then by all means go for max damage combos and use your meter aggressively.

    6. You probably know this already, but you can input the 2nd half pretty much anytime after the first kick lands. You were probably just going for it way too late.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • Person-ManPerson-Man Funky-Strong Joined: Posts: 1,007
    Most Interbutt sources tell me that in the corner Chie can do QCF A > QCF A > juggle into standing B > C > QCF B > QCF B

    but when I do it, they tech out of B Skull Crusher EVERY time. I have to do A Skullcrusher after doing B bicycle kicks in order to keep them from teching out. What's the deal with that? It seems like the most practical and damaging way to start corner combos (doesn't rely on crouching, counter hits, gimmicks or meter to start) so I would like to be able to do it with the optimal damage. Is the combo outdated maybe?
    "No pattern! No form!" ~ Leo Kliesen

    Thanks to samurai black for the new av
  • TetsuroTetsuro Joined: Posts: 701
    Gotta question for you Chie mains! Where exactly are the holes in her block strings? If I am forced to block a standing jab and she chains into that windmill thing for a free mix up it just seems like I am forced to block forever. Is there a point I should look out for in the string where I can DP or Evasive Action (assuming the don't bait those)?

    I guess I could go into training mode and figure it out, but I thought I would hear what you guys had to say.
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Most Interbutt sources tell me that in the corner Chie can do QCF A > QCF A > juggle into standing B > C > QCF B > QCF B

    but when I do it, they tech out of B Skull Crusher EVERY time. I have to do A Skullcrusher after doing B bicycle kicks in order to keep them from teching out. What's the deal with that? It seems like the most practical and damaging way to start corner combos (doesn't rely on crouching, counter hits, gimmicks or meter to start) so I would like to be able to do it with the optimal damage. Is the combo outdated maybe?

    This is the most common combo that people have difficulty with. You need to delay the :snkb: as long as possible, then delay the :snkc: a little bit (timing isn't quite as important here), then delay the :qcf::snkb: as long as possible. Try this for awhile and if you still don't get it, you can use a trick: instead of :snkb: > :snkc: > :qcf::snkb:, try :snkb: > :d::snkc: > :qcb::hcf::snkb: (like a KoF super motion). Basically this is just giving you a way to delay the timing without counting it out in your head. Eventually you'll get used to it though.
    Gotta question for you Chie mains! Where exactly are the holes in her block strings? If I am forced to block a standing jab and she chains into that windmill thing for a free mix up it just seems like I am forced to block forever. Is there a point I should look out for in the string where I can DP or Evasive Action (assuming the don't bait those)?

    I guess I could go into training mode and figure it out, but I thought I would hear what you guys had to say.

    The holes in Chie's blockstrings are where she wants them to be. Not what you want to hear, but yeah. Probably a bad idea to be spamming DP since it's very easy for Chie to backdash cancel any of her normals and blow you up. Then again, I don't know your character, so I can't give you any advice.

    The second half of Rampage (the windmill thing) is extremely unsafe, you can DP after the first hit and maybe 5A off an instant block? Not sure. A lot of Chies will OMC or super cancel at this point to make it safe, or they'll OMC if they see an instant block from you. If you block the entire second half, you'll have a year to punish. Usually they just won't attempt the second half at all. The best thing for you to do if you want to learn any character's blockstrings is to record them in training mode and then try what you like against them.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • Person-ManPerson-Man Funky-Strong Joined: Posts: 1,007
    What's the BnB combo do off of Chie's counter? Preferably meterless.
    "No pattern! No form!" ~ Leo Kliesen

    Thanks to samurai black for the new av
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    What's the BnB combo do off of Chie's counter? Preferably meterless.

    :snkb: > :u::snkc: > :u::snkd: > :snka::snkb:, but it's corner/ground only. Anywhere else you're going to need a super cancel off the last kick.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • Sensei RouzuSensei Rouzu Hero for fun Joined: Posts: 3,933
    As soon as I saw that this girl had a Velma color I made a promise to main her. Whenever I KO someone using that color I'm going to shout "JINKIES!"

    Listening to : Nas / N.W.A / ChocQuibTown / David Wise / Kool Keith / Sadistik / Undogmatic

  • MrTeaCupGLovesMrTeaCupGLoves Waiting Joined: Posts: 159
    We need some combo set ups in here.. I keep playing trials trying to memorize but im sure there is way better combos out there.
    XBL: KoukiMonstrr
    PSN: KoukiMonstr
    http://m.youtube.com/user/KOUKImonstr
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    We need some combo set ups in here.. I keep playing trials trying to memorize but im sure there is way better combos out there.

    You can find pretty comprehensive lists on sites that are more dedicated to anime fighters, but I'll post some of the most important BnB combos here. Any move that ends with knockdown you should generally follow up with :snkd::snkd: or :d::snkd::snkd:

    Midscreen:

    :d::snka: > :snka::snka: > :snkb: : > :d::snkb: > :d::snka::snkb: (983, knockdown)

    :d::snkb: > jump:snkb::snkb: > :u::snkd: , :snka::snkb: (anti-air, 1565, knockdown)

    jump:snkb::snkb: > land:snkb: > :d::snkb: > :d::snka::snkb: (1458, knockdown)

    :snka::snkb:->:snkc:(launch, FC) > jump:snkd: > land:f::f::snkb: > :snkc: > :qcf::snkb: > :qcf::snkb: > :qcb::snkc: > :qcf::qcf::snkd: (4422, 50SP)

    Throw > OMCancel > :snkc: > :qcf::snkb: > :qcf::snkb: > :qcf::snkd: (3051, 50SP)

    Throw > OMBurst > :f::f: , :snkc: > :qcf:::snkb: > :qcf::snkb: > :f::f::snkc::f::f:(this is an immediate dash :snkc: followed by an immediate dash cancel) , :snka: > :snkc: > :qcb::snkc: > :qcf::qcf::snkd: (4416, 50SP, Burst)

    :snkb::snkd:(reversal) > OMCancel (on the final kick) > :qcb::qcb::snkc: , superjump(jump about when the 4th meteor hits them) > :qcf::snkd: (3363, 50SP)


    Corner:

    :d::snka: > :snka::snka: > :snkb: > :snkc: > :d::snkb: > :d::snkc: > :snkb: > :d::snka::snkb: (1632, knockdown)

    :d::snka: or jump:snkb: > :snkb: > :snkc: > :qcf::snka: > :qcf::snka: , :snkb:(connect as low as possible) , :snkc:(delay slightly) , :qcf::snkb:(delay slightly) > :qcf::snkb: > :qcb::snkd: > :qcf::qcf::snkd: (4000, 50SP)

    :snkc:(counterhit, usually from backdash-cancelling and baiting a masher) > :snkb: > :d::snkb: > :qcf::snka: > :qcf::snka: , :snkb: > :snkc: , :snka::snkb: (2396, knockdown)

    :snkc: > :snkb: > :d::snkb: > :qcf::snka: > :qcf::snka: , :snkc: , :qcf::snkb: > :qcf::snkb: , :snkb: , :snkc: , :qcf::snkb: > :qcf::snkb: > :qcb::snkd: > :qcf::qcf::snkd: (4756, 50SP)

    :snka::snkb:->:snkd:(wall bounce, FC) , :snkb: , :snkc: > :d::snkd: , jump:snkd: , :snka::snkb: (2737, knockdown)

    :snka::snkb:->:snkd:(wall bounce, FC) , :snkb: , :snkc: > :d::snkd: , jump:snkd: , :qcf::snkb: > :qcf::snkb: > :qcb::snkd: > :qcf::qcf::snkd: (4720, 50SP)

    These are just the basic combos, you can win a lot just using and adjusting these. Hope this helps.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • MrTeaCupGLovesMrTeaCupGLoves Waiting Joined: Posts: 159
    Thank you sir, I will work on these when I get back on.
    XBL: KoukiMonstrr
    PSN: KoukiMonstr
    http://m.youtube.com/user/KOUKImonstr
  • SUPARNOVAXSUPARNOVAX 必殺技 Joined: Posts: 5,809 ✭✭✭✭✭ OG
    Most Interbutt sources tell me that in the corner Chie can do QCF A > QCF A > juggle into standing B > C > QCF B > QCF B

    but when I do it, they tech out of B Skull Crusher EVERY time. I have to do A Skullcrusher after doing B bicycle kicks in order to keep them from teching out. What's the deal with that? It seems like the most practical and damaging way to start corner combos (doesn't rely on crouching, counter hits, gimmicks or meter to start) so I would like to be able to do it with the optimal damage. Is the combo outdated maybe?
    It works. You must delay the 5b and 5c slightly. Here's a video I made as a reference:

    http://m.youtube.com/user/psychosis5354?client=mv-google#/watch?v=OBMnirezh18

    Sent from my Galaxy Nexus using Tapatalk 2
    "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
  • MrTeaCupGLovesMrTeaCupGLoves Waiting Joined: Posts: 159
    Anyone else have trouble getting in with chie? Getting pissed with all these fans, yu sword, and Larys big ass axe all over the place lol.. Still getting use to this game coming from sf4.

    Oh and don't forget about Elizabeth =\
    XBL: KoukiMonstrr
    PSN: KoukiMonstr
    http://m.youtube.com/user/KOUKImonstr
  • SUPARNOVAXSUPARNOVAX 必殺技 Joined: Posts: 5,809 ✭✭✭✭✭ OG
    Anyone else have trouble getting in with chie? Getting pissed with all these fans, yu sword, and Larys big ass axe all over the place lol.. Still getting use to this game coming from sf4.

    Oh and don't forget about Elizabeth =\
    I've fought a lot of okay ones online. Elizabeth feels like a bad match, but only slightly. You can trash her persona with 2a and dash 5a. Once she is persona broken, you need to rtsd as she can't burst our mash out half her moves. She also bleeds.

    As for labrys, it's hard to challenge her good hit box. You can't grab her out of the charge armor swing. Think about baiting it out and going over her to punish.

    Sent from my Galaxy Nexus using Tapatalk 2
    "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
  • American MookAmerican Mook Joined: Posts: 17
    i like how you put up japanese instructions as if anyone can figure out what the hell that is.
  • SUPARNOVAXSUPARNOVAX 必殺技 Joined: Posts: 5,809 ✭✭✭✭✭ OG
    i like how you put up japanese instructions as if anyone can figure out what the hell that is.
    Number pad notation. If you wish to play this game, I do suggest learning it. It's pretty quick and its universally used for these 2d games

    Sent from my Galaxy Nexus using Tapatalk 2
    "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
  • kenmastersXkenmastersX Stone Nguyen Joined: Posts: 3,271
    I posted this on Dustloop, but apparently SB version of Black Spot (214+CD) has armor. Not in the beginning, but I'm guessing it's when she thrusts forward. You can probably use this to do meaty anti-mash setups. It's not a fatal counter on counterhit though, but you still get the wall bounce on hit.
    Evo MvC3 top 32 choke artist. :(

    Also, I'm not Richard Nguyen's brother!
  • MrTeaCupGLovesMrTeaCupGLoves Waiting Joined: Posts: 159
    Some nice Chie playing from reynald in this video. I learned a lot by watching it. Match starts at 3:17 and gets better as it continues!

    !

    P.S. im having the worst effen time beating scrub ass akihiko players turbo mashing A!!! it breaks all my attacks. Im raging right now
    XBL: KoukiMonstrr
    PSN: KoukiMonstr
    http://m.youtube.com/user/KOUKImonstr
  • MxyzptlkMxyzptlk Joined: Posts: 50
    Does anyone know what the power version of the move do? cause i'm just curious about their properties
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Does anyone know what the power version of the move do? cause i'm just curious about their properties

    SB Dragon Kick has a lot less recovery, so use it when you have meter to burn and want to end with a Dragon Kick (though if you have 50 meter, probably better to end with a super).

    SB Rampage comes out extremely fast and can combo into B Skull Cracker. I suppose this would be most practical when you are Power Charged, so you can use it to start a huge Fatal Counter combo. Otherwise, the most frequent use for this is to do j.B(B) and then use SB Rampage right before you hit the ground, directly into a B Skull Cracker or [d][snka] mixup. If you time it right, the SB Rampage won't come out, but you can still do Skull Cracker for the overhead.

    SB Black Spot seems useless to me because it doesn't Fatal Counter like the normal versions do. Maybe someone will find a use someday though.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • Bebop1212Bebop1212 Easy Come, Easy Go. Joined: Posts: 163
    Made this to help explain some of her persona mixups off knockdown.



    And here is MarlinPie using those mixups on me relentlessly. Probably my 3rd online match xD

    Dat Cammy
    XBL: Bebop MD
    Youtube: www.youtube.com/RandomSelectTV
  • SUPARNOVAXSUPARNOVAX 必殺技 Joined: Posts: 5,809 ✭✭✭✭✭ OG
    A little bit of Chie casuals from St1ckBuG




    "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
  • RudeDragonLOLRudeDragonLOL Joined: Posts: 2
    Wait I'm confused... in those video I see chie doing 236a into 236a and then c... how? She does those flying kicks into the high low kick and then call out her persona but I can't seem to pull that off, can someone please explain?
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Wait I'm confused... in those video I see chie doing 236a into 236a and then c... how? She does those flying kicks into the high low kick and then call out her persona but I can't seem to pull that off, can someone please explain?

    Off of some burst and AA setups, chie can do 5C > 236B > 236B and then link a dash 5C, dash cancel that into 5A > 5C or 5B > 5C. Or are you talking about the corner? You should probably be more specific and link a time in a video where you're seeing this so I can be more helpful.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • BunnycapBunnycap Team NAH is killing good fighting games. Joined: Posts: 817
    Friend is thinks the yukiko match up is in her(yukiko's)favor. Thoughts?
    PSN:Bunnycap
    "I'm far too old for the rest of SRK, but I'm not old enough for GD. Every time I go in there, I end up feeling like I need an adult."
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    Probably, but not by much. Chie's matchups are all pretty even across the board, a lot of 5.5:4.5's either way. The main problem with the Yukiko matchup is that roll isn't very good, so you have to get in patiently and play kind of like a grappler. It's important to realize she can't do much damage to you while zoning, but 2 combos from you will kill her, so just avoid getting hit by things that will give her more distance and try to get her into the corner.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • IlluminatiIlluminati Gnosis is the law. Gnosis under skill. Joined: Posts: 102
    im really loving chie, but im having a hell of a time getting in on zoners....inch...by...inch. this bitch needs a dive kick...
    ^^(;,,; )^^ BB: Arakune, Platinum / GG: Faust, Zappa / P4: Kuma / TTT2: DJ, Hei, Kaz / VS: Zabel (ʳ ´º㉨º)ʳ
  • Zane HitsurugiZane Hitsurugi X-buster, ready. Joined: Posts: 928
    Any tips on fighting Mitsuru? I get blown the fuck up for free against her.
    PSN: hawkw1ng
    BBCF: Susano'o, Bang, Kokonoe UNIBEXLTEST: Enkidu/Yuzuriha
  • MrTeaCupGLovesMrTeaCupGLoves Waiting Joined: Posts: 159
    I think I'm leaving Chie for Naoto. Will always have love for chie but SMP loops are fun
    Lol.
    XBL: KoukiMonstrr
    PSN: KoukiMonstr
    http://m.youtube.com/user/KOUKImonstr
  • ProdigalAceProdigalAce Joined: Posts: 50
    I'm no master at this game by any means but from what I've tried out so far it seems like the key is mastering her instant air dash. It travels very far forward and is hard for the opponent to react to. Then once your in you have to stay there obviously. I think that's her best tool for getting in. But you definitely have to be patient and look for an opening and pick your spots.
  • CelerityCelerity Professional Necrodancer Joined: Posts: 798
    IAD has its merits but it's not Chie's best way to approach because it makes her pretty free to most AA and you can't actually do any mixups after you've used your air dash, so they can block you perfectly. I find it's usually best to just dash and jump over or into them; you can use jD/j2D to cover your approach if you want. From here, you have infinite options like jC crossup shenanigans or the standard air turn into high/low mixup. You'll also bait DPs if they're bad.
    (P4AU) Marie :::: (UNIEL) Vatista :::: (BB) Izayoi/Rachel :::: (USF4) Juri
  • ProdigalAceProdigalAce Joined: Posts: 50
    I agree that it's vulnerable but for almost instantly closing that gap it's very good. And usually hard for someone to be able to react to it and AA it.
  • ludthinksludthinks LudLike Joined: Posts: 544
    So I recorded some player matches on XBL against high ranked players.. I'm getting bodied for the most part, but there's good stuff in it.
    Me vs Kenmasterx
    me vs Bananaken
    i'm learning this game still.
    Give me some tips if you have any!
    Ludthinks
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  • Fore God ViiFore God Vii Level 2 Member Joined: Posts: 475
    hey guys i haven't been active on this thread for a while and i'm not maining chie anymore. I was wondernig if i can give the thread to someone who is active and mains chie
    XBL: CaptainxClas A.K.A ITSHiCLASYO, Fore God VII
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  • DeaDshoTsDeaDshoTs Muay Thai enthused Joined: Posts: 262
    Let's keep this game alive! Akihiko can get real annoying sometimes, any tips?
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  • sp@mb0tsp@mb0t Joined: Posts: 16
    So im having problems with chie and this game in general.

    For chie i feel like all my attacks get snuffed when i throw them out. Like I'll try air dash b/c/d and get countered by standing attacks like and or have my persona snuffed. It feels like every attack i throw out gets snuffed easily. I feel like chie has no range with her attacks and i have a hard time to get in

    The other thing is that i have no idea what to do against block strings. Im used to push blocking to get out of it but thats not in this game. I try to dp when i see the attacks coming (with chie) but my timing is off and i just get fatal countered. Also Im used to chicken blocking but that doesn't so well in this game either.

    any help would be appreciated
  • EmilEmil Joined: Posts: 4,389
    So im having problems with chie and this game in general.

    For chie i feel like all my attacks get snuffed when i throw them out. Like I'll try air dash b/c/d and get countered by standing attacks like and or have my persona snuffed. It feels like every attack i throw out gets snuffed easily. I feel like chie has no range with her attacks and i have a hard time to get in

    The other thing is that i have no idea what to do against block strings. Im used to push blocking to get out of it but thats not in this game. I try to dp when i see the attacks coming (with chie) but my timing is off and i just get fatal countered. Also Im used to chicken blocking but that doesn't so well in this game either.

    any help would be appreciated

    Well overall it looks like you might just be playing the character way incorrectly. You should check out videos of top japanese chies, like Kirisame and Spinking, to see how they're pressugn, how they're playing her at neutral and the wakeup pressure they apply.

    As for dealing with pressure, Chie also has a pretty good backdash...you have to understand the character you're fighting and the strings they can use so you can know when the best time is to r-action, backdash, jump out, etc.
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
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  • CaButlerCaButler Joined: Posts: 36
    Here's a seemingly stupid question that I probably already know the answer to but want to ask for confirmation. Is Chie's God Hand considered an overhead strike?

    It's probably not, but the reason I ask is that sometimes I'll see people duck but still get hit while others duck and block successfully.

    in any case, Celerity has a good combo list there. I should try and practice with those more often.
  • AnneIFrankAnneIFrank Joined: Posts: 428
    It hits overhead. If you try to block low, you get smacked and a giant blue exclamation point pops up over you head to say you should've blocked high.
  • CaButlerCaButler Joined: Posts: 36
    Good to know. Thanks.
  • VildiilVildiil Joined: Posts: 199 ✭✭✭✭✭ OG
    Thanks for that list Celerity. The combo thread on dustloop is nice but for someone just starting out this smaller more concise list is a nice way to begin.
    SFV: Guile
  • MoTheHawkMoTheHawk Just Fight. Joined: Posts: 170
    Let's keep this game alive! Akihiko can get real annoying sometimes, any tips?

    He's also one of my less comfortable match-ups. I can't give you much advice as far as what to do when you're blocking Kill Rush mix-ups (other than, avoid having to block those in the first place.) But at neutral I notice Akihikos LOVE to jump back C on Chie because his j.C covers such a wide area in front and underneath him. It'll blow up any approach Chie attempts because her range is inferior. Resist the urge to dash or jump in on Akihiko if you're at any range outside of your 5C.

    5C is my favorite tool in this match-up. At the neutral game, try to get within 5C range (plus a little closer in case he tries to backdash). At this range he has limited options for attacks to reach you. He's certainly not going to throw out 5C KAISAH and his slow start-up as a poke against your 5C. I'm not 100% sure how fast his IAD j.B is but I'm going to test it out when I get home tonight. I would think the first hit of his j.B will break your persona and the second hit will hit Chie depending on distance.
    Here's a seemingly stupid question that I probably already know the answer to but want to ask for confirmation. Is Chie's God Hand considered an overhead strike?

    It's probably not, but the reason I ask is that sometimes I'll see people duck but still get hit while others duck and block successfully.

    You know, I always assumed it was an overhead but the Dustloop wiki is saying it can be blocked either high or low. Guess I'll test this out tonight too.

    People getting hit by it are just pushing a button during its extremely fast start-up. It does an fat grip of damage on counter-hit (if used as a wakeup super); I think it's something like 3300 for the C version and 4000 for D. If you have 100 meter you can also OMC the super if it's blocked, hold forward as you OMC to go immediately into a dash, and either keep up your pressure or pick them up for a combo if the super connected. Use this tactic sparingly though; if they have time to block, they also have time to just roll through it on reaction, meaning they didn't block, meaning you can't OMC it to make it safe, meaning you're eating a fat CH combo and will probably die.
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  • MoTheHawkMoTheHawk Just Fight. Joined: Posts: 170
    It hits overhead. If you try to block low, you get smacked and a giant blue exclamation point pops up over you head to say you should've blocked high.

    OK that's what I thought. This is why wake-up God Hand > OMC > dash 2A can be such a scumbag tactic; the opponent has to switch between high and low blocks very quickly If God Hand connected, you can continue your combo after 2A for a ~5k air combo. If God Hand was blocked, but your 2A catches them while they're still blocking high, you can confirm that into your standard knockdown into oki combo.

    But again, if they roll through God Hand, you're screwed. Only use this tactic when you don't think they'll expect it.
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  • EmilEmil Joined: Posts: 4,389
    But again, if they roll through God Hand, you're screwed. Only use this tactic when you don't think they'll expect it.

    More like, never use this tactic since any decent player should and probably will roll it. There's no reason not to and there's much better instant overhead and fast high into low mixups you can do with Chie that are viable.
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
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