Ougon Musou Kyoku/Chiester 410

From Mizuumi Wiki
Jump to navigation Jump to search
Chiester 410

Background

Chiester 410 is furniture first introduced in Banquet of the Golden Witch. Chiester 410 specializes in precision firing, along with a fascination of carrots. She is a member of the Siesta Sister Imperial Guard Corps, a group able to kill with absolute accuracy and deadly forces. Furniture that is under contract with Beatrice, she acts as a weapon for her master, her main weapon being a bow of light, capable of shooting a beam that can strike any person from Chiester 45's data.

Introduction

Strengths Weaknesses
  • Great neutral game: Delayed arrows, good anti airs, j.236X and other tools allow her to keep an advantage whie far away.
  • Break-Boost can be game changing: Some specials or supers become a guaranteed Guard Break thanks to her ability.
  • Great pressure and set-play: 214X/63214X for oki, a lot of guard damage thanks to her ability, cross-up in her j.8C, and a throw that allows her to MetaSuper, which enforces a lot of guard damage and mix-ups for 410 and her partner, make this seemingly zoning-based character a threath up close.
  • Very low damage: Since her combos already do low damage, and guard break combos force a prorate on top of that, makes her normal gameplan un-rewarding at times.
  • Hard normals to use on midrange: f.5B whiffing on crouchers, slow pokes, or stubby normals make her midrange without an arrow flying around not scary.
  • Bad options to deal with pressure: While she has a metered reversal, it's a slow one. Her abare options aren't the best, and she doesn't gain much from a succesful mash due to the aforementioned low damage.


Health - 1450.

Ability

Break Boost - Increases the rate that you can fill up your opponents Break Limit gauge.

Moves

Extra Moves

Triangle Jump 「三角跳び」 ― 9 in the air against the wall

A wall jump.

Normal Moves

Standing

c.5A
Chiester-c5A-Raw.png
Chiester-n.5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 6 3 7 HL (J), Special, SP, Meta ±0 ±0 x
  • A completely horizontal punch.
  • Whiffs on a lot of crouchers, but works as a niche anti-air
Toggle Hitboxes
Toggle Hitboxes
f.5A
Chiester-f5A-Raw.png
Chiester-5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 4 4 6 HL (J), Special, SP, Meta ±0 ±0 x
  • Chiester does a low kick with nice range.
  • Very quick for its range. Used a lot in OTG strings.
Toggle Hitboxes
Toggle Hitboxes


c.5B
Chiester-c5B-Raw.png
Chiester-n.5B 2.png
Chiester-n.5B 1.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90x2 x 6 2(12)2 18 HL (J), Special, SP, Meta -4 -6 x
  • "Eisa!", Chiester does a two hit kick.
  • Multi-hit makes for easy confirming, but the 2nd hit can whiff if done at max range from the activation range.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Chiester-f5B-Raw.png
Chiester-5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
135 x 8 3 16 HL (J), Special, SP, Meta -3 -5 x
  • "Hoisa!", Chiester does a roundhouse high kick. Whiffs on crouchers.
  • Good anti air at a certain distance.
Toggle Hitboxes
Toggle Hitboxes


c.5C
Chiester-c5C-Raw.png
Chiester-n.5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 10 2 18 HL (J), Special, SP, Meta, Dash -+5 +2 x
  • "Choitto!", Chiester does a spinning back knuckle.
  • Can link a f.5A after, but it's best used as combo fodder.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Chiester-f5C-Raw.png
Chiester-5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 x 13 5 18 HL (J), Special, SP, Meta, Dash +2 -1 x
  • "Nakko!", Chiester spins forward then does a strong punch.
  • Staple in her combo game thanks to the forward movement. Can also work as a niche whiff punish.
Toggle Hitboxes
Toggle Hitboxes


6C
Chiester-6C-Raw.png
Chiester-6C 1.png
Chiester-6C 2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
210,120 x 7 4,4 27 H (J), Special, SP, Meta, Dash -10/-6 -13/-9 x
  • "Nyappa!", Chiester does a two hit uppercut. Launches if it hits an airborne opponent.
  • Great anti-air tool
  • Can cancel into 2C during the first hit.
Toggle Hitboxes
Toggle Hitboxes

Crouching

2A
Chiester-2A-Raw.png
Chiester-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 4 4 3 HL Special, SP, Meta +3 +3 x
  • Chiester does a crouching punch.
  • Very plus at +3. Very common in her pressure and guard break sequences.
Toggle Hitboxes
Toggle Hitboxes


2B
Chiester-2B-Raw.png
Chiester-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
165 - 8 3 15 L Special, SP, Meta -2 -4 x
  • "Uisa!", Chiester reaches out for a low hook.
  • Staple low for mix-ups. Also usable to low profile some pokes, but not enough for anti airing.
Toggle Hitboxes
Toggle Hitboxes


2C
Chiester-2C-Raw.png
Chiester-2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
210 - 9 11 22 L Special, SP, Meta KD -11/-1 x
  • "Hoitto!" A low, full body sweep. Knocks down.
  • 2C>623X should be your combo ender of choice midscreen, allows you to set-up and arrow for pressure after.
  • On corner, omitting the 623X and cancelling into 214X instead or doing an OTG route of 2AA>f.5AA>2B>2C>63214X against some characters like Shannon or Beatrice who can't punish it is safe.
Toggle Hitboxes
Toggle Hitboxes


3C
Chiester-3C-Raw.png
Chiester-3C 1.png
Chiester-3C 2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 - 8 18 18 L Meta KD -11/+6 x
  • "Suii~" Chiester slides forward a distance for a low attack. Knocks down.
  • Small hitbox when doing this move so it's great for dodging highs or mids.
  • Replaces 2C in her combos if you cancel into Meta.
Toggle Hitboxes
Toggle Hitboxes

Jumping

j.8A
Chiester-J8A-Raw.png
Chiester-JA.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 3 9 6 H Special, SP ? ? x
  • Chiester does a flying knee kick.
  • Long active frames, allows for solid air-to-airing.
  • Move is the same for all jump directions.
Toggle Hitboxes
Toggle Hitboxes


j.8B
Chiester-J8B-Raw.png
Chiester-JB.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 7 6 7 H Special, SP ? ? x
  • Chiester does a downward punch.
  • Good for hitting people right under you.
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Chiester-J79B-Raw.png
Chiester-J79B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 - 8 9 9 H Special, SP ? ? x
  • Chiester does a downward kick with both legs.
  • Solid jump-in while on front.
Toggle Hitboxes
Toggle Hitboxes


j.8C
Chiester-J8C-Raw.png
Chiester-JC.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 - 10 6 12 H Special, SP ? ? x
  • Chiester does a mid air split kick.
  • Excellent crossup and air to air tool.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Chiester-J79C-Raw.png
Chiester-J79C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 - 10 7 8 H Special, SP ? ? x
  • Chiester does a hammer fist.
  • Can crossup at certain conditions.
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
B+C
Chiester BCwhiff.png
Chiester BC.png
Chiester BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
300 - 0-1 x 27 (whiff) UNB - ? x x
  • Chiester vaults over the enemy then behind their back, shoots an arrow, knocking them away.
  • Can inmediately go into Meta declare after and set-up her MetaSuper.

Special Moves

Golden Bow 「黄金の弓」
(j.)236A/B/C
Chiester-236X.png
Ground version
Ground version
Chiester-J236X.png
Aerial version
Aerial version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A 120 x 25 ? 47 (total) HL - ? ? ?
  • Chiester shoots an arrow straight forward. A version shoots one arrow quickly,
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236B 240 x 31 ? 73 (total) HL - ? ? ?
  • B version shoots two.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236C 315 x 39 ? 104 (total) HL - ? ? ?
  • C version does three slowly.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
j.236A 135 x 12 ? 35 (total) HL - ? ? ?
  • Air: Chiester shoots an arrow at a downward angle. Input determines the recoil of the move.
  • Chiester can take action after the air Golden Bow recovers.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
j.236B 135 x 12 ? 35 (total) HL - ? ? ?
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
j.236C 135 x 12 ? 35 (total) HL - ? ? ?


Rolling Bunny 「うさぎローリング」
623A/B/C
Chiester-623ABC.PNG
Chiester 623ABC2.png
Chiester 623ABC3.png
Chiester 623ABC4.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623A 240 - 11 15 27 HL - KD ? x
  • Chiester dives forward, spinning into the opponent. B and C have longer ranges. Knocks back.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623B 255 - 11 18 27 HL - KD ? x
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623C 270 - 11 21 27 HL - KD ? x


Guided Anti-Air Arrow 「地対空誘導矢」
214A/B/C
Chiester-214X.png
Chiester-214X2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214A 150 - 35 ? 54 (total) HL - ? ? x
  • Chiester shoots an arrow in a forward arc that homes in on the opponent. Angle of return is dependent on input.
  • Chiester's arrow vanishes if she gets hit on the way to the opponent.
  • A Version arrow moves the slowest
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214B 150 - 35 ? 54 (total) HL - ? ? x
  • B version arrow moves at a speed between A and C.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214C 150 - 35 ? 54 (total) HL - ? ? x
  • C arrow moves the fastest.


Delayed Guided Anti-Air Arrow 「地対空誘導矢あさって」
63214A/B/C
Chiester-63214X.png
Chiester-63214X2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214A 150 - 35 ? 54 (total) HL - ? ? x
  • Chiester turns around to shoot an arrow backwards that homes in on the opponent.
  • Chiester's arrow vanishes if she gets hit on the way to the opponent.
  • A Version arrow moves the slowest
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214B 150 - 35 ? 54 (total) HL - ? ? x
  • B version arrow moves at a speed between A and C.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
63214C 150 - 35 ? 54 (total) HL - ? ? x
  • C arrow moves the fastest.

SP Supers

Five Consecutive Pursuit Arrows 「五連続追撃矢」
(j.)236A+B
Chiester-236SP.png
Ground version
Ground version
Chiester-J236SP.png
Aerial version
Aerial version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236SP 450 x 19 ? 73 (total) HL - ? ? ?
  • Chiester shoots five arrows straight forward.
  • Able to continue the combo off the corner with a link.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
j.236SP 525 x 31 ? 73 (total) HL - ? ? ?
  • Chiester shoots five arrows at downwards angle in a spread shot.


Dreaming Rolling Bunny 「夢見るうさぎローリング」
623A/B/C
Chiester-623ABC.PNG
Chiester 623ABC2.png
Chiester 623ABC3.png
Chiester 623ABC4.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
480 - 9 21 32 HL - KD ? 1-9
  • The super version of her normal roll. It does four hits and has some invincibility.


Guided Buckshot Arrow 「散弾誘導矢」
214A+B
Chiester-214SP.png
Chiester-214SP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
450 - 25 ? 52 (total) HL - ? ? x
  • Shoot five arrows in a forward arc that home in on the opponent.
  • Chiester's arrows vanishes if she gets hit during the return.


Delayed Guided Buckshot Arrow 「散弾誘導矢あさって」
63214A+B
Chiester-63214SP.png
Chiester-63214SP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
450 - 25 ? 52 (total) HL - ? ? x
  • Turns and shoots five arrows backwards that home in on the opponent. If you are hit, the arrows will still vanish.
  • Chiester's arrows vanishes if she gets hit during the return.

Level 2 Supers

【Rabbit Dance 「うさぎたちの舞踏」】
236236C
Chiester-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
645 - 8 12 25 HL - KD ? x
  • Chiester dashes forward in an attempt to hit the opponent. If it connects, she then begins a small combo.
  • During Meta, she can set up her MetaSuper after

Meta Super

Guided Firing System Activate 「射撃誘導システム起動」
641236C during MetaWorld
Chiester-MetaSuper.png
Chiester-MetaSuper2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
135x4 x ? x ? HL - ? ? x
  • Chiester summons her sister and fires one arrow after a small charge time. Afterwards, a multitude of arrows will fly across the screen, which happens periodically for three reps.
  • Chiester's arrows vanishes if she gets hit during the return, or is grabbed/teched.
  • Chiester's arrow do not vanish if her partner gets hit.

Frame Data

  KD = Knockdown
                              |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  300  |  0-1   |    ?    |    ?     |  TKD  |          |Switches Sides; 27 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  |   54  |    6   |    3    |    7     |  +0   |   +0     |
                f.5A  |   54  |    4   |    4    |    6     |  +0   |   +0     |
                  2A  |   54  |    4   |    4    |    3     |  +3   |   +3     |
                c.5B  |  90x2 |    6   |  2(12)2 |   18     |  -4   |   -6     |
                f.5B  |  135  |    8   |    3    |   16     |  -3   |   -5     |
                  2B  |  165  |    8   |    3    |   15     |  -2   |   -4     |
                c.5C  |  270  |   10   |    2    |   18     |  +5   |   +2     |
                f.5C  |  240  |   13   |    5    |   18     |  +2   |   -1     |
                  2C  |  210  |    9   |   11    |   22     |  UKD  | -11/-1   |
                j.5A  |   60  |    3   |    9    |    6     |       |          |
               j8.5B  |  150  |    7   |    6    |    7     |       |          |
               j8.5C  |  252  |   10   |    6    |   12     |       |          |
           j(7/9).5B  |  150  |    8   |    9    |    9     |       |          |
           j(7/9).5C  |  252  |   10   |    7    |    8     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6C  |210,120|    7   |   4,4   |   27     |-10,-6 | -13,-9   |
                  3C  |  240  |    8   |   18    |   18     |  UKD  | -11/+6   |

Strategy

Feel free to edit this part of the wiki with your tips/strats on how to use Chiester and her strategy vs specific characters. Remember I'm watching you.

Coming Soon

Team Building

Feel free to edit this part of the wiki with your tips/strats what partners are best for Cheister to use. Remember I'm watching you.

The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.

Reasons to choose Chiester 410 for your team

  • Chiester has many ways to get hits on an opponent, be it with mix-up from her arrow pressure, or from guard breaks. This comes at the cost of the hits coming from this not being very strong, so she greatly suffers in the damage race.
  • Chiester's mix-up becomes way deadlier if you throw a big damage character in. You can also get a team that is guard break oriented and gets its hits through overwhelming block punishment.
Image Team Composition 1 Bar of Health Notable information
ANGCHIE.png Chiester 410/Ange health
  • 410/Ange is all about crazy long combos and guard break set-ups. Any hit can lead into a meta loop, transitioning to a guard break sequence, and ending in Sakutarou Oki. As long as Chester has 2 bars available, this will be possible, as shown here
  • The biggest problem will be actually landing it. Once you have spent bar doing it, you are left with less meter than the opponent, and your meterless conversions are pretty sub-par, especially with Chiester, so a lot of your meta declares will be denied as they are very effective for your opponent to do so. Thus, you'll need to use Ange a lot as a battery which can prove difficult in many scenarios.
  • Chiester can't be used as much in neutral due to always needing meter for the meta combo which is undeniably the main reason you are using this team composition.
  • Meter management will be essential, and good use of Ange's neutral tools will be needed to make this strategy work.
BATCHI.png Chiester 410/Battler health
  • Great neutral and BreakBoost with Battler’s MetaSuper can be used to bring the opponent’s guard capacity up before approaching, but there’s overall no particular reason to pick 410 over Lucifer for stronger neutral or Beatrice for higher damage.
  • It’s kind of a balance between the two, but this team will struggle terribly for damage, far more than either struggle with anything.
CHIEBBAT.png Chiester 410/Black Battler health
  • Fragile and suffers from the same issues as Bat/410 in addition to basically never stunning.
  • Far too reliant on mixup that will get pretty desperate. 410 isn’t a good Massacre user.
  • You can use BB SP2 to get a free 410 MetaSuper though so there’s that.
BETCHIE.png Chiester 410/Beatrice health
  • 410’s deceptively strong neutral that unfortunately lacks a solid reversal really appreciates the extra SP Beatrice can give. Free SP arrows are a genuinely good option for gaining momentum on almost any character in neutral.
  • However the real advantage this team holds is in BreakBoost towers. One issue Beato suffers from is her inability to keep guardbreaking the opponent as easily over the course of the match (due to guard capacity increasing with each break), which is often her main path to big damage. 410 completely removes this issue and makes those earlier breaks all the faster. That said, it can actually make the opponent’s guard break too fast at least at first, so Beato might need to adapt her gameplan for those first few MetaWorlds.
  • A slightly unwieldy, but very strong, team.
BERNCHIE.png Chiester 410/Bernkastel health
  • It hogs MetaWorld very consistently, and it holds onto momentum probably better than any other team in the game. This combined with 15-second GuardBoost Bern means the opponent will find it difficult to actually do anything after the first time you MetaDeclare. Teams that are capable of higher damage-dealing probably won’t get much of an opportunity to ever get around to it, similar to with Bat/Rono.
  • Damage can leave a bit to be desired, but this team has some of the best neutral and mixup in the game. Expect to win most exchanges against pretty much everyone, however the playstyle these two come together to form isn’t very intuitive, so it’s probably one of the harder teams to really get good with. *Neither of these two have a reliable reversal either, so if you get pressured without meter you’ll probably die. In this sense it’s an execution-heavy team, you need to outplay at least to begin with.
DLACHIE.png Chiester 410/Dlanor health
  • Another Dlanor team that likes to win by timeout. 410 is hard to hit and ArmorBoost only exacerbates her frustrating bulk, and Dlanor’s large normals combined with BreakBoost gives her a kind of brute force.
  • Nevertheless this team struggles with damage, at least without somemeter-hungry plays from Dlanor. Dlanor doesn’t seem to have any special interaction with 410’s MetaSuper.
  • It’s hard to pick 410 over Bern for her here.
ERIKCHIE.png Chiester 410/Erika health
  • No gameplan, too neutral-focused, poor synergy. Good at keepaway and not much else.
  • Low damage and short combos. Reset-heavy, but decent mixup.
EVACHIE.png Chiester 410/EVA-Beatrice health
  • 410, whose damage isn’t great, appreciates the boost from Berserk, and Eva’s SP jelly and spiderweb are prime recipients for BreakBoost, so there’s some ability synergy here.
  • Eva can also make decent use of 410’s MetaSuper as the slightest opening means a command grab for her. Can be extremely hard to hit when used right, but it’s not clear why someone should use 410 over Luci, at least after the first guardbreak.
  • The reason that really holds this team down is just its lack of snowballing momentum for a team that overall revolves around big damage.
CHIEGEOR.png Chiester 410/George health
  • Pretty excellent mixup and decent neutral, can be a pretty annoying team but generally doesn’t come out on top.
  • Easy to bully early in the match. Bad damage.
JESSCHIE.png Chiester 410/Jessica health
  • A team that really rewards players who have experience and quick reactions. 15-second BreakBoost Jessica is a force to be reckoned with, and guard damage options like her 214B in the corner at sufficient guard capacity (beats almost all reversals and backdash and you can combo off a break) and her mash EX become not only threatening for longer, but at lower capacities. You do however need a pretty advanced feel for when the opponent will guardbreak.
  • 410’s MetaSuper is a little more threatening with ShaveBoost involved, and Jessica can capitalise on Attack Touching into it with her fast and adaptable pressure, but like many 410 teams this is relatively hard to get the hang of.
  • Nevertheless this team has a unique and deadly momentum when used right. Beware of Assault Touch, but the opponent does themselves no favors wasting SP on that against this team.
CHIEKAN.png Chiester 410/Kanon health
  • Silent Attack with 410’s MetaSuper is kind of nice, but it’s a bit of a marginal advantage especially on a team that can mostly only play rushdown.
  • These two have a strong neutral but they struggle to do much damage without constant resets; a big part of why Luci/410 is good is the added dimension to mixup and damage that Luci’s ability adds. Lacking this here is just a shame.
LAMCHIE.png Chiester 410/Lambdadelta health
  • A very fun team that would be great if Beato/Lam didn’t exist, which makes it a bit irrelevant.
  • Comet will break the opponent’s guard every time with BreakBoost no matter how much their capacity increases by. Only Dlanor can block it with her Cornelia/Gertrude buffs.
  • 410’s MetaSuper has interesting interactions with comet and can force a break even at fullscreen with no combo into the setplay, but this is partly based on RNG which isn’t that great.
  • They struggle with damage and meterless play otherwise, but their neutral is strong (if annoying).
LUCICHIE.png Chiester 410/Lucifer health
  • A great pick if neutral and mixup are your ultimate strengths. These two have answers between them to any character’s moveset and their mixup can be very overwhelming (410 can loop momentum with her MetaSuper off any Attack Touch from Luci or her own grab, and you will also constantly guardbreak) but they lack defensive options so they need to play rushdown and approach neutral skilfully.
  • Probably one of the hardest teams in the game to get good at but well worth the effort. You’ll need to be a dynamic player to avoid becoming predictable.
CHIERON.png Chiester 410/Ronove health
  • A decent combination in terms of movesets and 410 really likes CounterBoost damage, but Rono probably has the least use for BreakBoost out of the entire cast and his own ability brings its duration down by over half when MetaDeclaring. It’s also hard for him to really capitalise on 410’s MetaSuper unless the opponent’s guard breaks early.
  • The opponent is probably just going to be blocking or jumping for its duration, but CounterBoost dissuades them from doing anything else even more for what that’s worth.
  • There’s just no real synergy here, both characters would prefer a different but similar partner.
ROSACHIE.png Chiester 410/Rosa health
  • BreakBoost can work well in tandem with Detachment but it’s a lot to think about if you want to be able to break the opponent’s guard towards the end of the Detachment recovery and it’s not likely to always play out that way.
  • This team also doesn’t have that much to do to an opponent once they’re guardbroken. Rosa can’t really capitalise off 410’s MetaSuper either, although Detachment is a nice added element to it. Struggles a bit defensively too. Still, fair neutral.
CHIESHAN.png Chiester 410/Shannon health
  • These two are just really hard to play together for the amount they can actually do. BreakBoost Shannon can start her corner loop from lower guard capacity by doing 22SP and 236SP at just the right bracket, but this is difficult. Having said that, if a player is good enough at recognizing when will a Shannon special move guard break at last hit can make this team very deadly to block, and having an invul reversal that can actually punish the opponent if its baited can be strong.
  • 410 benefits from AutoGuard more than some others, but she is focused on counterplay anyway. Their roles are obvious with 410 handling neutral and Shannon handling damage, but compared to a dynamic like Luci/Beato it’s hard to place these two any higher.
  • Shannon can capitalise on 410’s MetaSuper to an extent though with her crossups and her own MetaSuper.
  • High average health + Autoguard + Scary reversals with BreakBoost makes this team fairly bulky.
VIRCHIE.png Chiester 410/Virgilia health
  • Very good, but Luci/Lia is probably still better. BreakBoost is a great asset to Lia’s corner setups though, and if you’re really smart you can probably capitalise on 410’s MetaSuper with Lia.
  • Nevertheless the lack of good defensive options or speedy pressure on either of these characters leaves them likely to lose momentum and get thrown around.
CHIEWILL.png Chiester 410/Willard health
  • Great neutral but Will does not appreciate 410’s MetaSuper and this pair can find it tricky to guardbreak even with BreakBoost.
  • Few reasons to use this over Luci/Will.

Combos

Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.

Combo Damage Cost Meter Gain Location

Basic Midscreen BnB combo.

Corner BnB with an OTG Extension that is safe against some characters. Most of the cast can dash and punish you, but others can't, like Shannon, Beatrice, or unloaded Rosa. You want to use 63214X instead of 214X since it places the arm hurtbox of Chiester behind her instead of in front, which it is sometimes the sole reason as to why some characters can't hit you in recovery of it.

Basic Meta Super setup.

Video example. The combo sequence will vary from partner to partner, but the idea is the same. Characters with above average stun may need more hits, and lower stun ones may need less.

Double arrow Oki from a 2C cancelled into Attack Touch.

(N being the number of reps left after MetaSuper). End into a 623X route if you want to stay with 410, or combo into Attack Touch and a combo with your partner after.

Video Examples

Pictures

Early concept art of Chiester-410.
General
FAQ
Menus
HUD
Links
Mods
Mechanics
Touch
Characters