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<rss version="2.0"><channel><title>Chie Satonaka Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/195-chie-satonaka/</link><description>Chie Satonaka Latest Topics</description><language>en</language><item><title>[P4AU] Chie Satonaka Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/8020-p4au-chie-satonaka-video-thread/</link><description>

</description><guid isPermaLink="false">8020</guid><pubDate>Mon, 02 Dec 2013 06:07:43 +0000</pubDate></item><item><title>[P4AU] Chie Satonaka Combo Thread</title><link>https://www.forums.dustloop.com/forums/topic/9287-p4au-chie-satonaka-combo-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Chie/P4U2_Header_Combo_Thread.png" alt="P4U2_Header_Combo_Thread.png"></p><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
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<b>Information</b></div><ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used. Also refrain from using move names and abbreviations.</li><li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li><li>Only the most optimal combos will be listed in this thread.</li><li>Will be updated if new, better combos are discovered.</li></ul><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>General Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>h</strong></td><td>Hop</td></tr><br><tr><td><strong>hc</strong></td><td>Hop Cancel</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>dc</strong></td><td>Dash Cancel</td></tr><br><tr><td><strong>OMC</strong></td><td>One More! Cancel</td></tr><br><tr><td><strong>AoA~C</strong></td><td>All Out Attack into C ender</td></tr><br><tr><td><strong>AoA~D</strong></td><td>All Out Attack into D ender</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>FC</strong></td><td>Fatal Counter</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr>[/table]
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<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<ul class="bbc"><li>Notations in <span style="color:#ff0000;"><strong>red</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li></ul>[table]<br><tr><td><strong>c.</strong></td><td>The attack must be used as close to the opponent as possible.</td></tr><br><tr><td><strong>f.</strong></td><td>The attack must be used as far away from the opponent as possible.</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[sO]</strong></span></td><td>Standing Opponent</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[RP]</strong></span></td><td>Roll Punish</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[sD]</strong></span></td><td>Shadow Only Combo</td></tr><br><tr><td><span style="color:#ff0f00;"><strong>[N%]</strong></span></td><td>Player SP % required before combo start.</td></tr><br><tr><td><span style="color:#0085cb;"><strong>[N/N%]</strong></span></td><td>Damage/SP Gain %</td></tr>[/table]
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<b>Combo Theory</b></div>[collapse]<br>- Chie's main goal when comboing is to bring your opponent to the corner while maintaining knockdown. This is to setup a safejump/meaty 5A situation to maintain pressure and keep control of the match. For that reason, most combos listed will not end with 236C/D (Dragon Kick) or 214C/D (Blackspot) unless listed for damage. If you think that your combo can KO the opponent, then you can try adding 236C/D or 214C/D &gt; 236236C/D (God's Hand) at the end to push your damage just a little bit further. Keep in mind that if you fail to KO the opponent with any combo ending in 236C/D, you will lose knockdown and position, while failing to KO with 214C/D &gt; 236236C/D will waste meter giving you less options, but will retain knockdown.<br>- Once you get the opponent to the corner, a lot of combos ending with knockdown will also be able to setup 5/2DD somewhat safely, giving forced mixup. On top of this, the extra damage added with a 236C/D ender will no longer vastly outdo the damage going for knockdown will give, as you'll be able to add more moves before the knockdown, pushing the damage much higher.<br>- Sometimes, there will be combos that end in 2A+B(sweep)&gt; 214A. You can generally replace this ender with 236A &gt; 236A &gt; 236C for damage if need be.<br>-I'll try to list at least one damage variant per section to show what you give up going for knockdown instead. While the final choice is up to you, damage enders are generally considered inferior to knockdown enders unless the damage will end the round.<br>- Most combos can be started from a jump in unless there is a specific condition to the starter (such as counter hit or anti air)<br>- On basic combos ended for damage, 236A &gt; 236A &gt; 236C is the only option unless you spend meter. On crouch confirms, 236A &gt; 236B works allowing you do preform 236D instead of 236C, getting far more damage.<br>[/collapse]</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
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<b>Mid-screen</b></div>[collapse]<br><strong>Normal Starters</strong><br><br>- 5AAAAA [1614/26%][Auto Combo/Undroppable Round Ender]<br>- 5AAA, 66 5A &gt; 5C &gt; j.2B &gt; j236B &gt; 236B [1795/28%]<br>- 5AAA, 66 5A &gt; 5C &gt; j.2B &gt; j236B &gt; 236B &gt; 236D [2551/40%][Damage]<br>- 2A &gt; 5AA &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [1443/15%]<br>- 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [2110/15%]<br>- 2B &gt; 5B &gt; 2A+B &gt; 214A [1280/9%]<br>- 5C &gt; 5B &gt; 2B &gt; 2A+B &gt; 214A [1830/12%]<br>- 2C dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [2225/17%]<br>- 5B CH &gt; 2DD &gt; 66 5B &gt; 2B &gt; j2B &gt; j236B &gt; 236B &gt; 66 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B [4167/37%]<br>- 5C CH dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [2393/17%]<br>- 5C CH dc &gt; 5AAA, 66 5A &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B [2432/31%][Extra corner carry/Opponent can air tech low to the ground]<br>- [sO] f.5C CH &gt; IAD &gt; j.BB &gt; j.C &gt; 66 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [2982/24%]<br>- [AA] 2B &gt; j.BB &gt; j.8D &gt; 5AA &gt; 5C &gt; 236B &gt; 236B [2451/23%][Opponent can air tech very low to the ground]<br>- [AA] 2B CH &gt; 5C &gt; 236B &gt; 236B &gt; 66 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [3404/32%]<br>- [50% required] 5B &gt; 2B &gt; 236A &gt; 236A &gt; 236236A &gt; 66 5C &gt; 2C dc &gt; 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B [3340/-41%]<br><br><br><strong>Skill Starter</strong><br>- 214B CH &gt; 66 5C &gt; 2C dc &gt; (opponent still in the air) 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B [2734/24%][Opponent can air tech very low to the ground]<br>- 214B CH &gt; 66 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B [2536/22%][better Knockdown]<br><br><strong>System Starter</strong><br>- C+D CH &gt; 66 2A &gt; 5C hc &gt; j.2B &gt; j236B &gt; 236B [2295/16%]<br>- j.C+D CH &gt; 66 2A &gt; 5AA &gt; 5C &gt; 236B &gt; 236B [2649/18%][Opponent can air tech]<br>- AoA~C &gt; j.D [2554/25%][Knockdown]<br>- AoA~C (neutral jump cancel) &gt; double jump forward &gt; delay j.B &gt; j.8D &gt; falling j.C &gt; j.236B &gt; 236A &gt; 236C [3290/42%][Damage]<br>- [50%] AoA~C &gt; (neutral jump cancel) &gt; double jump forward &gt; delay j.B &gt; j.8D &gt; falling j.C &gt; j.236B &gt; 236A &gt; 236236D [4346/-15%]<br>- [50%] 5C+D &gt; OMC &gt; 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B [2493/-44%]<br>- [50%] 5C+D &gt; OMC &gt; 5C &gt; 2C dc &gt; (before opponent hits ground) 5B &gt; 5C hc &gt; j.2B &gt; j.236B &gt; 236B &gt; 236D [3281/-43%]<br>- [50%] j.C+D &gt; OMC &gt; 5C &gt; 236B &gt; 236B [2438/-44%]<br>- [burst] j.C+D &gt; OMB &gt; 5C &gt; 2C dc &gt; (before opponent hits ground) 5B &gt; 5C hc &gt; j.2B &gt; j.236B &gt; 236B &gt; 236D [3594/8%]<br>- [150 + Burst] j.C+D &gt; OMB &gt; 236236B &gt; 5C &gt; 236B &gt; 236B &gt; 236236A &gt; 236D &gt; 214214C &gt; j.236D [8595/-150%]<br><br>[/collapse]</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
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<b>Near-Corner</b></div>[collapse]<br>COMING SOON<br>[/collapse]</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
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<b>Corner</b></div>[collapse]<br><strong>Normal Starters</strong><br>- 5AA &gt; 5C &gt; 236A &gt; 236A &gt; 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 2A+B [2457/27%]<br>- 5AA &gt; 5C &gt; 236A &gt; 236A &gt; 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 236D [3033/35%][Damage]<br>- [CO] 5AA &gt; 5C &gt; 236B &gt; 236B &gt; 5C &gt; 2C &gt; 66 |&gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B [2881/30%]<br>- 2A &gt; 5AA &gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B &gt; 214A [1626/17%]<br>- [CO] 2A &gt; 5C &gt; 236B &gt; 236B &gt; 5C &gt; 2C &gt; 66 |&gt; 5B &gt; 5C &gt; 2B &gt; 5B &gt; 2A+B [2590/28%]<br>- 5B &gt; 2B &gt; 236A &gt; 236A &gt; 5B &gt; 5C &gt; 2C, 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 2A+B [3415/32%]<br>- 5C &gt; 5B &gt; 2B &gt; 236A &gt; 236A &gt; 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 2A+B [2918/27%]<br>- 5B CH &gt; 2DD &gt; 5B &gt; 2B &gt; j2B &gt; j236B &gt; 236B &gt; 5C &gt; 2C &gt; AoA~D FC [4262/43%]<br>- 5B FC &gt; 2D &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j2B &gt; 5C &gt; 236B &gt; 236B &gt; 5C &gt; 2C &gt; AoA~D FC (&gt; 236236D) [4944|6288/52%|2%]<br>- [50%] 5B &gt; 2B &gt; 236A &gt; 236A &gt; 5B &gt; 5C &gt; 2C, 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 214B &gt; 214D &gt; 236236D [5081/-12%]<br>- [100%] 5B &gt; 2B &gt; 236A &gt; 236A &gt; 5B &gt; 5C &gt; 2C &gt; 236236B, 5C &gt; 236B &gt; 236B &gt; 214B &gt; 214D &gt; 236236D [6156/-88%]<br>- [150%] 2A &gt; 5B &gt; 2B &gt; 2A+B &gt; 236236A &gt; 5C &gt; 2C &gt; 236236B &gt; 5C &gt; 236B &gt; 236B &gt; 236236D [6560/-150%]<br>- [150% + Burst] 2A &gt; 5B &gt; 2B &gt; 2A+B &gt; OMB &gt; 5C &gt; 2C &gt; 236236B &gt; 5C &gt; 236B &gt; 236B &gt; 236236A &gt; 236D &gt; 214214C &gt; 236D [8150/-150%]<br><br><strong>Skill Starter</strong><br>- [25%] j236AB (whiff) &gt; 236B (instant skullcracker starter) &gt; 5C &gt; 2C dc &gt; (air hit) 5B &gt; 5C hc &gt; j2B &gt; j236B &gt; 236B &gt; 2A+B [2749/-23%]<br>- [AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 236B &gt; 236B &gt; 5C &gt; 2C &gt; AoA~D FC [5405/59%][AoA~D FC ender must be done as fast as possible or the combo will drop][Knockdown]<br>- [AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 236B &gt; 236B &gt; 5C &gt; 2C &gt; AoA~D FC &gt; 236236D [6749/9%][opponent air techs making God's Hand ender is unsafe on hit. Kill combo only]<br>- [burst][AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 2C dc &gt; 5C &gt; 236B &gt; 236B &gt; 214B &gt; 236D &gt; OMB &gt; 214D &gt; 236236D [7180/8%]<br>- [50% + Burst][AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 2C dc &gt; 5C &gt; 236B &gt; 236B &gt; 214B &gt; 236D &gt; OMB &gt; 236236B &gt; 236236D [7665/-43%]<br>- [150%] [AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 2C &gt; 236236B &gt; 5C &gt; 236B &gt; 236B &gt; 236236A &gt; 236D &gt; 214214C [9092/-150%]<br>- [100% + Burst + Awakening only][AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 2C dc &gt; 5C &gt; 236B &gt; 236B &gt; 214B &gt; 236D &gt; OMB &gt; 236236B &gt; 236236A &gt; 2A+B &gt; 214C &gt; 236236D [9358/-150%]<br>- [150% + Burst] [AA] 214C FC dc &gt; 2A+B &gt; j.C &gt; j.B &gt; 5C &gt; IAD j.2B &gt; 5C &gt; IAD j.2B &gt; 5C dc &gt; 5B &gt; 5C &gt; 2C &gt; 236236B &gt; 5C &gt; 236B &gt; 236B &gt; 236236A &gt; 236D &gt; OMB &gt; 236236D [10,112/-150%]<br><br><br><strong>System Starter</strong><br>- AoA~D FC &gt; j.2B &gt; 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; j.C &gt; j.236B &gt; 236B &gt; 2A+B [3520/42%]<br>- [50%] AoA~D FC &gt; j.2B &gt; 5C &gt; 2C dc &gt; 5B &gt; 5C &gt; j.C &gt; j.236B &gt; 236B &gt; 214B &gt; 214D &gt; 236236D [5108/-2%]<br>[/collapse]</div>
]]></description><guid isPermaLink="false">9287</guid><pubDate>Sun, 31 Aug 2014 18:20:20 +0000</pubDate></item><item><title>[P4AU] Chie Satonaka Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/8019-p4au-chie-satonaka-gameplay-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Chie/P4U2_Header_Gameplay_Discussion.png" alt="P4U2_Header_Gameplay_Discussion.png"></p><br><strong>Here we can discuss all the new gameplay changes we see, but won't be able to try out for the next 6 months! Be sure to follow all site rules and keep discussion related to P4U2 Chie only.</strong><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
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<b>Chie Satonaka Change List</b></div><ul class="bbc"><li>Sweep &gt; 5D/2D no longer works as a relevant oki/setplay tool.</li><li>Number of Persona cards reduced from 4 to 3.</li><li>Move Change: 2C. 3 hit Persona normal with slow startup and recovery. Causes short freeze duration on hit and can be chained into from different moves than before. 1.1 change: can be dash canceled.</li><li>New Move: Lunge Punch (214A/B). Can be canceled into and out of with other specials. Chie steps back, winds up and then lunges forward with her fist extended. Looks similar to Yun's lunge in 3rd strike. A version is quick and easy to combo into. B version has Chie step far back before lunging forward. SB version is similar to B, but is two hits and looks decent on block.</li><li>DP active and recovery frames appear to be the same, but the recovery is now in fatal recovery state, letting any hit be a fatal starter.</li><li>j.2B added, same as the second hit of j.BB.</li><li>Second hit of auto combo is a 2 hit hook kick that vacuums opponents in.</li><li>2B forces stand on hit.</li><li>Agneyastra instantly ends if Chie/Tomoe gets hit.</li><li>SB God's Hand causes 2 fists to come down, one after the other.</li><li>5/2DD knocks opponent back, causes wall bounce in the corner. Seems to help prevent 5/2DD being used for setplay.</li><li>Shadow Chie can reportedly 2A to 7k, maybe more</li><li>AoA looks noticeably slower</li><li>C Black Spot has not changed in that it is still a hilarious punish to Narukami's DP.</li><li>B Lunge &gt; C Black Spot might push opponent back too far to get a good/any punish.</li><li>j.D series looks considerably harder to combo off of. Chie stays in the air for far longer now after them.</li><li>D Blackspot is chargeable; unknown what this does</li><li>5C has the persona come out a bit behind Chie now instead of infront of her. This shortens the range but keeps the persona safer now. 1.1 change: 5C after a dash has longer range.</li><li>5DD can be setup after B Skull Cracker.</li><li>5DD &gt; j.BB &gt; j.8D worked, no j.A needed.</li><li>Power Charge was changed: A version gives full red charge (level 1), B version gives yellow (level 2), and SB has the same speed as B but gives full charge (level 3)</li><li>5A now neutral on block (down from +1). Has less active frames, but also almost half the recovery time. 1.1 change: 5A increased blockstun, not sure if this increases recovery/advantage on block.</li><li>Blackspot change: D Blackspot now +2 on block (down from +12). SB Blackspot now -6 (down from +6).</li><li>Will be updated with additional information as it is gathered and posted.</li></ul></div>
]]></description><guid isPermaLink="false">8019</guid><pubDate>Mon, 02 Dec 2013 05:58:43 +0000</pubDate></item><item><title>[P4AU 2.0] Chie Satonaka Final Changelist</title><link>https://www.forums.dustloop.com/forums/topic/10283-p4au-20-chie-satonaka-final-changelist/</link><description><![CDATA[
<p>Compiling Chie's 2.0 changes here. If you see or hear about any additional changes after the game releases tomorrow, post them here and I'll update the OP!</p>
<p> </p>
<p><a href="" rel="external nofollow">Video footage of Chie's official 2.0 changes</a></p>
<p> </p>
<p><a href="" rel="external nofollow">Translation of changelist by Kikirin</a></p>
<p><a href="" rel="external nofollow">Xie's Translation of 2.0 changes</a></p>
<p> </p>
<p></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Normals, system mechanics and misc.</b></div>
<p> </p>
<p><strong>Persona </strong></p>
<ul><li>Persona invincible up until attack startup (5C, 2C, j.C)</li>
</ul><p> </p>
<p><strong>5A </strong></p>
<ul><li>
<p>Late gatling into itself added.</p>
</li><li>
<p>Increased recovery.</p>
</li>
<li>
<p>Decreased hitstun time</p>
</li>
</ul><p> </p>
<p><strong>5AA </strong></p>
<ul><li>
<p>Faster startup.</p>
</li></ul><p> </p>
<p><strong>5AA (shadow)</strong></p>
<ul><li>
<p>Blowback adjusted, easier to hit mid-air opponents.</p>
</li></ul><p> </p>
<p><strong>5B</strong></p>
<ul><li>
<p>Forward hurtbox increased.</p>
</li></ul><p> </p>
<p><strong>2C</strong></p>
<ul><li>
<p>Performance changed, freezes on first hit.</p>
</li><li>
<p>Faster startup.</p>
</li>
<li>
<p>Reduced recovery.</p>
</li>
<li>
<p>Increased untechable and freeze times.</p>
</li>
<li>
<p>“Inner” and “outer” hitboxes larger.</p>
</li>
<li>
<p>Hop cancel added.</p>
</li>
</ul><p> </p>
<p><strong>5D and 2D</strong></p>
<ul><li>
<p>Increased pushback on hit.</p>
</li></ul><p> </p>
<p><strong>5DD and 2DD</strong></p>
<ul><li>
<p>No pushback on hit.</p>
</li></ul><p> </p>
<p><strong>5D</strong></p>
<ul><li>
<p>Faster startup.</p>
</li><li>
<p>Removed fatal counter of “final stage” (last hit?)</p>
</li>
</ul><p> </p>
<p><strong>2DD</strong></p>
<ul><li>
<p>Reduced opponent blockstun.</p>
</li></ul><p> </p>
<p><strong>j.2B</strong></p>
<ul><li>
<p>Bigger hitbox on lower diagonal.</p>
</li><li>
<p>Faster startup.</p>
</li>
</ul><p> </p>
<p><strong>j.D</strong></p>
<ul><li>
<p>Persona appears in upward diagonal direction.</p>
</li></ul><p> </p>
<p><strong>j</strong><strong>.4D</strong></p>
<ul><li>
<p>Persona appears in lower diagonal direction.</p>
</li></ul><p> </p>
<p><strong>AoA</strong></p>
<ul><li>
<p>Reduced recovery.</p>
</li></ul><p> </p>
<p><strong>Ground and Air Throw</strong></p>
<ul><li>
<p>Cannot follow up on CHt.</p>
</li></ul><p> </p>
<p><strong>High Counter</strong></p>
<ul><li>
<p>Cannot super cancel on landing.</p>
</li><li>
<p>Lowered float on hit for ground version.</p>
</li>
<li>
<p>Removed fatal recovery for air version.</p>
</li>
</ul><p></p></div>
<p> </p>
<p></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Skills</b></div>
<p> </p>
<p><strong>Various Rampage</strong></p>
<ul><li>
<p>During Shadow Berserk, cannot be performed</p>
</li></ul><p> </p>
<p><strong>B Rampage</strong></p>
<ul><li>
<p>Decreased knockback on ground hit.</p>
</li></ul><p> </p>
<p><strong>B Skullcracker</strong></p>
<ul><li>
<p>Higher float on hit, decreased untechable time.</p>
</li></ul><p> </p>
<p><strong>SB Skullcracker</strong></p>
<ul><li>
<p>Increased untechable time.</p>
</li><li>
<p>Reduced recovery.</p>
</li>
</ul><p> </p>
<p><strong>Various Dragon Kick</strong></p>
<ul><li>
<p>Increased landing recovery, fatal recovery.</p>
</li><li>
<p>Greater horizontal speed, faster falling speed of C and D versions.</p>
</li>
</ul><p> </p>
<p><strong>C Dragon Kick</strong></p>
<ul><li>
<p>Adjusted blowback, wallbounces at midscreen.</p>
</li></ul><p> </p>
<p><strong>D Dragon Kick</strong></p>
<ul><li>
<p>Adjusted blowback, wallbounces at corner.</p>
</li></ul><p> </p>
<p><strong>SB Dragon Kick</strong></p>
<ul><li>
<p>Blowback on counter hit the same as normal hit.</p>
</li><li>
<p>Adjusted blowback, no longer causes a side switch when hitting in the corner</p>
</li>
</ul><p> </p>
<p><strong>Various Lunge Punch</strong></p>
<ul><li>
<p>Faster startup on A and B versions.</p>
</li><li>
<p>Improved frame disadvantage of A and B versions on block.</p>
</li>
<li>
<p>Increased lower hurtbox.</p>
</li>
<li>
<p>Unaffected by dash inertia.</p>
</li>
<li>
<p>Adjusted input time for follow-up specials for them to come out easier.</p>
</li>
<li>
<p>Increased forward distance after landing.</p>
</li>
</ul><p> </p>
<p><strong>B Lunge Punch</strong></p>
<ul><li>
<p>Smaller blowback, higher float on hit.</p>
</li><li>
<p>Wallbounces only on counterhit.</p>
</li>
</ul><p> </p>
<p><strong>SB Lunge Punch</strong></p>
<ul><li>
<p>Removed fatal recovery.</p>
</li><li>
<p>Added projectile invincibility to active frames.</p>
</li>
<li>
<p>Untechable time increased.</p>
</li>
<li>
<p>Backstep distance increased, advancing speed increased.</p>
</li>
<li>
<p>Smaller blowback, higher float on hit.</p>
</li>
</ul><p> </p>
<p><strong>C Black Spot</strong></p>
<ul><li>
<p>Untechable time increased.</p>
</li></ul><p> </p>
<p><strong>D Black Spot</strong></p>
<ul><li>
<p>Improved static difference on block.</p>
</li></ul><p> </p>
<p><strong>SB Black Spot</strong></p>
<ul><li>
<p>Reduced recovery</p>
</li></ul><p></p></div>
<p> </p>
<p></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>SP Skills</b></div>
<p> </p>
<p><strong>Various Power Charge</strong></p>
<ul><li>
<p>Changed from gauge to stock system.</p>
</li><li>
<p>Also applies charge effect to some normals.</p>
</li>
<li>
<p>Increased chip damage on blocked attacks.</p>
</li>
<li>
<p>Increased SP gain rate while active, changed damage rate increase</p>
</li>
<li>
<p>Invincible time for B and SB Charge reduced.</p>
</li>
</ul><p> </p>
<p><strong>B Charge</strong></p>
<ul><li>
<p>Increased overall recovery.</p>
</li></ul><p> </p>
<p><strong>Various God Hand</strong></p>
<ul><li>
<p>Added a time stop effect during the super flash</p>
</li></ul><p></p></div>
]]></description><guid isPermaLink="false">10283</guid><pubDate>Wed, 14 Jan 2015 02:41:08 +0000</pubDate></item><item><title><![CDATA[[P4AU] Chie Loketest Changes & Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/6651-p4au-chie-loketest-changes-discussion/</link><description><![CDATA[
<p><a href="" rel="external nofollow">http://pastebin.com/xp3CNHXz</a></p><p>
</p><p>
info from stunedge, translated by me. not listed: supposedly 5C &gt; backdash 5C doesn't work as well, the second 5c doesn't go as far.</p><p>
</p><p>
</p><p>
chie changes：</p><p>
 </p><p>
new move：</p><p>
・move similar to yun's lunge punch. can chain into black spot on guard.</p><p>
 </p><p>
 </p><p>
changes：</p><p>
・3 persona cards</p><p>
・j.bb removed, the second hit can now be done with j.2b</p><p>
・SB god hand gives 2 god hands hooray</p><p>
・SB meteors appear behind the opponent, forcing them towards you.</p><p>
</p><p>
Buff:</p><p>
・2c's animation changed, and now freezes the opponent on hit.</p><p>
</p><p>
Nerf:</p><p>
・DP hasn't changed much, but recovery is now an FC state</p><p>
・Sweep &gt; 5D changed in a way that the opponent can hit tomoe? (translation iffy; regardless sweep&gt; 5D oki is weak now)</p><p>
・b skullcracker is harder to combo with/harder to combo off of (colpevole's psure it's harder to combo off of ala instant skullcracker)</p><p>
・meteors MIGHT not be guaranteed on use? it's not confirmed</p><p>
・meteors now poop out less meteors</p>
]]></description><guid isPermaLink="false">6651</guid><pubDate>Fri, 16 Aug 2013 20:55:12 +0000</pubDate></item></channel></rss>
