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melee12
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Hi, I'm pretty new to Xrd and GG in general. I want to get all the exp and tips I can atm, so hopefully no one minds me joining in the fun? PSN: Colpevole92 | Location: NYC | Main: Ramlethal.
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fruits_punch95 reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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Primiera reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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just hold up forward and j.2B a bit late for safejump after sweep > lunge.
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PK Gaming reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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Sorry I haven't really messed with S.Chie too much, but as far as pressure and non Shadow kill mode combos, it should be the same besides 5AA being a bit worse. I'll update S.Chie combos... eventually! I might not want to but I have to I guess lol.
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So S./Chie's new unblockable with SB God's Hand OMC is A: blockable if you're paying a ton of attention and a god B: if they do it perfectly, not comboable after because only one hit (either the high or low) hits, and both cannot be combo'd after.
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Hagane reacted to a post in a topic:
[P4AU] Chie Satonaka Combo Thread
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InformationIf 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 here. 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.Please refrain from going off topic in this thread. This thread is for posting of combos only.Only the most optimal combos will be listed in this thread.Will be updated if new, better combos are discovered. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only.[table] c.The attack must be used as close to the opponent as possible. f.The attack must be used as far away from the opponent as possible. [sS]Side Swap combo [CO]Crouching Opponent [sO]Standing Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [sD]Shadow Only Combo [N%]Player SP % required before combo start. [N/N%]Damage/SP Gain %[/table] Combo Theory[collapse] - 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 > 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 > 236236C/D will waste meter giving you less options, but will retain knockdown. - 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. - Sometimes, there will be combos that end in 2A+B(sweep)> 214A. You can generally replace this ender with 236A > 236A > 236C for damage if need be. -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. - 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) - On basic combos ended for damage, 236A > 236A > 236C is the only option unless you spend meter. On crouch confirms, 236A > 236B works allowing you do preform 236D instead of 236C, getting far more damage. [/collapse] Mid-screen[collapse] Normal Starters - 5AAAAA [1614/26%][Auto Combo/Undroppable Round Ender] - 5AAA, 66 5A > 5C > j.2B > j236B > 236B [1795/28%] - 5AAA, 66 5A > 5C > j.2B > j236B > 236B > 236D [2551/40%][Damage] - 2A > 5AA > 5C > 2B > 5B > 2A+B > 214A [1443/15%] - 5B > 5C > 2B > 5B > 2A+B > 214A [2110/15%] - 2B > 5B > 2A+B > 214A [1280/9%] - 5C > 5B > 2B > 2A+B > 214A [1830/12%] - 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2225/17%] - 5B CH > 2DD > 66 5B > 2B > j2B > j236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [4167/37%] - 5C CH dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2393/17%] - 5C CH dc > 5AAA, 66 5A > 5C hc > j2B > j236B > 236B [2432/31%][Extra corner carry/Opponent can air tech low to the ground] - [sO] f.5C CH > IAD > j.BB > j.C > 66 5B > 5C > 2B > 5B > 2A+B > 214A [2982/24%] - [AA] 2B > j.BB > j.8D > 5AA > 5C > 236B > 236B [2451/23%][Opponent can air tech very low to the ground] - [AA] 2B CH > 5C > 236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [3404/32%] - [50% required] 5B > 2B > 236A > 236A > 236236A > 66 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B [3340/-41%] Skill Starter - 214B CH > 66 5C > 2C dc > (opponent still in the air) 5B > 5C hc > j2B > j236B > 236B [2734/24%][Opponent can air tech very low to the ground] - 214B CH > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2536/22%][better Knockdown] System Starter - C+D CH > 66 2A > 5C hc > j.2B > j236B > 236B [2295/16%] - j.C+D CH > 66 2A > 5AA > 5C > 236B > 236B [2649/18%][Opponent can air tech] - AoA~C > j.D [2554/25%][Knockdown] - AoA~C (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236C [3290/42%][Damage] - [50%] AoA~C > (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236236D [4346/-15%] - [50%] 5C+D > OMC > 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2493/-44%] - [50%] 5C+D > OMC > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3281/-43%] - [50%] j.C+D > OMC > 5C > 236B > 236B [2438/-44%] - [burst] j.C+D > OMB > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3594/8%] - [150 + Burst] j.C+D > OMB > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > j.236D [8595/-150%] [/collapse] Near-Corner[collapse] COMING SOON [/collapse] Corner[collapse] Normal Starters - 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2457/27%] - 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 236D [3033/35%][Damage] - [CO] 5AA > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2881/30%] - 2A > 5AA > 5B > 5C > 2B > 5B > 2A+B > 214A [1626/17%] - [CO] 2A > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2590/28%] - 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 2A+B [3415/32%] - 5C > 5B > 2B > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2918/27%] - 5B CH > 2DD > 5B > 2B > j2B > j236B > 236B > 5C > 2C > AoA~D FC [4262/43%] - 5B FC > 2D > 2A+B > j.C > j.B > 5C > IAD j2B > 5C > 236B > 236B > 5C > 2C > AoA~D FC (> 236236D) [4944|6288/52%|2%] - [50%] 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 214B > 214D > 236236D [5081/-12%] - [100%] 5B > 2B > 236A > 236A > 5B > 5C > 2C > 236236B, 5C > 236B > 236B > 214B > 214D > 236236D [6156/-88%] - [150%] 2A > 5B > 2B > 2A+B > 236236A > 5C > 2C > 236236B > 5C > 236B > 236B > 236236D [6560/-150%] - [150% + Burst] 2A > 5B > 2B > 2A+B > OMB > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > 236D [8150/-150%] Skill Starter - [25%] j236AB (whiff) > 236B (instant skullcracker starter) > 5C > 2C dc > (air hit) 5B > 5C hc > j2B > j236B > 236B > 2A+B [2749/-23%] - [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC [5405/59%][AoA~D FC ender must be done as fast as possible or the combo will drop][Knockdown] - [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC > 236236D [6749/9%][opponent air techs making God's Hand ender is unsafe on hit. Kill combo only] - [burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 214D > 236236D [7180/8%] - [50% + Burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236D [7665/-43%] - [150%] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C [9092/-150%] - [100% + Burst + Awakening only][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236A > 2A+B > 214C > 236236D [9358/-150%] - [150% + Burst] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > OMB > 236236D [10,112/-150%] System Starter - AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 2A+B [3520/42%] - [50%] AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 214B > 214D > 236236D [5108/-2%] [/collapse]
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Ok, quick update: the game is released in Japan for console, and is region free \o/. This means expect some updates coming from me (and maybe a few other Chie players too) over the next few days. A combo thread will go up *post Summer Jam* once we discover/steal some combos. Love - your friendly neighboorhood Chie mod. Anyway, now that the game is playable, let's get some more gameplay discussion going! *Edit: Learning these combos is hard, I'll need a full, non work day to work on this so Monday when I'm off will be dedicated to this.
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well first off, you should probably learn the real combos. While the ones you do work, the normal B&Bs do more damage or get better positioning. Now then, for your power charge problem; if you're getting power charge trying to do rampage > skull cracker, you're doing the input too many times. It's just one 236 motion, wait for the move to almost finish and then input the second one. Basically, just slow down and clean up your inputs, make sure you only input one 236 motion at a time, and that will never happen to you again. jBB is simple, just hit it multiple times, you don't need to do any fancy timing or anything. You can even hit B 3 or 4 times if that helps you get it to come out. Basically just the opposite of the advice I just gave you, do it really quick, and hit it a few extra times if you need to (though as you practice it, you should try to remove that habit if you decide to learn it that way, since it'll hinder some things). If you want more advanced combos than the ones you posted (which no offense are really basic), then just check the combo thread and if you don't understand anything, just ask.
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I believe the point of the video was that it showed the combo I posted, and therefore the damage. Also to answer a previous question, I'm lazy and don't use real notation all the time, so AA in this case means Anti Air. So it'd be air hit 214C (FC), like you'd get punishing Narukami's DP. There's a harder version that does like, 9.9k or something and doesn't need air hit, but it's... really really hard and not really match practical like the 9k version. As for 5C (CH) 2DD, punishing with 5B is better if you can. It also turns that combo you posted into an actual kill on most characters lol.
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Yeah, SMP glitch just gives a loop generally, not an infinite. As said, Naoto gets so many reps because mudoon gives you bonus proration, so she has an easy time. Chie can still do up to 4 reps though. AA 214C (fc), 5b 5c 2d j.bb dj.c, omb D God's Hand as they just begin falling, 2a, loop 5C, 236b, 236b. I think that one gives 3 reps, 4 if you use 236a on the 4th loop. Sry the inputs aren't seperated better, I'm on my phone atm.
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It's actually a "tick throw" lol. Anyway, you just want to delay the throw a bit, there's some time where you can't throw someone due to them still being in blockstun (and possibly slightly after, I forget if this game has throw protection like that). If you delay it a small amount, you'll get it to work. It's just a technique, not something that's built into the game or anything so you can play around with it.
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If it's one of mine, I'm a terrible person and don't always use the "proper" notation for things or just shorten things, sorry about that. Anyway, AA in this case means anti air, so anything that involves you hitting them with a ground normal while they're in the air. As for combos to start with, midscreen knockdown > 5DD stuff is good (such as 2A > 5B > 2B > 2A+B > delay 5DD for oki). Normally, most combos work with slightly different starters and slightly different confirms, so it's hard to explain in anime terms. Like 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > AOA in the corner: a lot of those combo parts can be tweaked and changed up, and the combo will still work. For example you could omit the first 2B and the combo would still work. It might help to break combos down into combo parts, but that can be hard just looking at the huge list of combos. For starters, just know your A starter (2A/5A) midscreen/corner combos and your B starter (5B/2B) midscreen/corner combos, and don't be afraid to add a move or two in an actual match once you get them down to learn if they work with different starters/extra moves. Knockdown with Chie almost always is better than damage, so go for that 95% of the time unless you think you can kill with damage. You might miss a few kills starting out, but you want to get the muscle memory down. And it's not like knockdown isn't still going to be the route for Chie in the next game, you just won't get 5DD knockdowns off all of them, so it's not going to hurt you too much.
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No, it doesn't lose to five frame 5A's if you do it right.
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Well, the reason you wouldn't do it is because they can delay tech out of it, 2B out of it, and the mixup is worse. Also, 5DD can bait DPs just fine. 5DD is just the overall better option in 99% of spots. 5AAA isn't bad on block (only -3 and moves Chie back), but the 5AAA > cross up is a bit obvious and somewhat gimmicky. Not saying it's not an option, but it should only be used sparingly. Anyone who knows the matchup is going to either roll out or air throw you for it.
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Just going to point out that, except against Teddie (and it's done differently), there's never a reason to use her jD series as oki instead of 5DD. Ever.
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Nah, Chie doesn't need a good ranged option, she's the type of character who would be broken if she had one. 214A/B is going to be amazing though. IDK, I like the new Chie, she can still rob matches (now just by raw damage) but her neutral is better at the cost of some 5DD setups and stuff, it's really cool. Kirisame is still god too, so that's great to see!