Not sure if I should post this here or in the older thread so I’m gonna’ go for it. Just a disclaimer that I’m not a fighting game god and can’t be 100% correct but I have tested as much as I can to back up my opinions. I checked the other thread and did a Google search and the only guide I found was this:
http://www.orochinagi.com/wiki/index.php?title=Yatagarasu:_Chadha
It’s extremely brief but I do agree with one point.
Chadha (Chowdah) guide
Normals
A. Typical jab. Good for tick setups, AA’s, etc. Good range too.
crA. Same as above.
jA. Good air-to-air. Good range. No reason to jump in on them with this.
B. A knee poke. No range. No reason to use it over A.
crB. Hits low and has the same range as his crD. Useful for tick setups. Not so good on their wakeup if your’re trying to keep pressure because it has only 1 frame of hitstun.
jB. Worthless. Could use it as a jump in tick setup but there’s better options.
C. Big karate chop. Hits mid. Great range. Can AA but the hitbox is really close to his body so early jump ins will beat it. It looks like the hitbox starts at right around his eyeline and extends to around his waist. Does hard knockdown when used as an AA.
crC. His biggest combo tool. Can confirm into A or EX Punch or any Drop Kick. Doesn’t hit low obviously but really good range. Slightly more range than his crD. His go to normal to whiff and build meter with.
jC. Body splash. Good air-to-air and obviously a crossup. Can combo into crC or crD.
D. Big kick to the head. Hits very high and will whiff on crouchers. Could be used as a pre-emptive AA.
crD. The other normal he can use for combos. Comes out slower than crC and has more recovery but has the benefit of hitting low. Unlike crC you cannot combo into EX Punch.
downfoward and D. His sweep. Very slow. Easily the slowest sweep in the game. Not sure why you would use it unless you want that knockdown.
jD. Really good jump in and beats certain AA’s like Shoto crC. Can confirm off that into crC or D. Good air-to-air too.
Specials
Note: this game has 3S-derived priority system where throws beat command grabs.
360 (Punch). A version has the best range but not as much damage as the C version. Best version to use for tick setups. EX has slightly less range than the A version but does the damage of the C version.
Air grab. Easily done by jumping and then a half circle. A and EX has the same range. Good damage. EX does slightly more damage and has autoguard.
360 (Kick). A running grab. All versions do the same damage and the same range (slightly over half screen distance) but EX has super armor.
Punch. Your standard punch. Hits mid. C does a little more damage than A. C is a little more delayed, I don’t see much use in it because that delay is an open invite to get punished. Your go-to combo ender with A or EX Punch, only problem is that he won’t land the Punch if he’s too far away. All versions can be used as an AA and if it lands it’s a free juggle into Drop Kick, a standing normal or AA Grab Super. Note that doing this with A Punch heavily scales down your damage. Scaling doesn’t effect EX or C Punch when used as an AA. EX has super armor and creates a juggle state when it lands. Can combo into AA Grab Super (and if you’ve selected that as your Reserve it easily does almost 50%) or crA if you want to go for a reset. EX is a good pressure tool on their wakeup as well, only very specific things will beat it -namely Supers- but the amount of damage you take will roughly even out with the damage you do to them.
Drop Kick. Hits mid. His anti-zoning tool. Does knockdown but they can quick rise. Goes over fireballs. B version’s range is a little over half screen distance. B version is also safe on block if done at roughly max range (again, half screen distance). D has slightly more range but more recovery. EX is almost fullscreen but horribly unsafe. Can confirm off of crC and crD into Drop Kick.
360 Grab Super (or the 1800). Standard 360 super. Has invincibility and thus he cannot be thrown out. Does variable damage. If you are willing to risk carpal tunnel or possibly destroy your joystick/controller you can do 5 360’s in a row as he lands it and if done quickly enough can do 70% damage.
Kick Super. B version is a jump in super that has a half screen range. D version is an AA. He can be hit out of the D version but it has amazing range . Damage is roughly 35% if you pick this as your reserve.
Combos
jump in C/D, crC, EX Punch, D Kick super = 50%
jump in c/d, crD/crC, A Punch/Drop Kick.
crA, crB (pretty much worthless).
General strategy
Chadha has a scary mixup game and his best normals do really good damage on top of that. The goal of any Grappler character is to make them fear the command grab and psyche them out. Chadha has more then tools to accomplish this.
His crC into A Punch combo puts him in just the right position to go for mindgames. You could do either A 360, EX 360 (kick), another Punch or EX Punch, walk in and throw or tick into the regular throw with A or B. You could also do stC or stD. stC will catch them if they try to neutral jump or jump towards you or just generally tapping buttons. stD will catch them if they try to jump away.
Or even jump and EX grab. You have a ton of options with Chadha. Experiment and see what they’re weak to.
Once you get a knockdown you could do jC or D but getting a good setup is hard because his command grabs send them flying so far away from you. If you can get the setup than go for it, be aware that certain aa normals (like Shoto crC) beats jC.
Aside from basic tick setups or doing crC on their wakeup you could also just do EX Punch. It will beat any wakeup attacks except for Supers. The problem is (as mentioned) the amount of damage you do to them will be roughly the same as they do to you.
Landing an EX Punch allows you to either combo into D Grab Super or go for a reset with crA.
If the opponent wants to play keepaway/zoning be aware that you’re crC is a very good normal and is excellent at whiffing and building meter. You could also harass them with B Drop Kick at the right range until they punish it. Building meter and getting a Super loaded and dare them to jump at you is legit. You could also use your other good normals like stC and stD to footsie them. Be aware that jD has deceptively good range and at almost max range can still be comboed into crC and then Drop Kick.
In addition: Chadha can do some 3S Hugo shit. His stC, crC, and all of his punches are cancellable into Super(s). This allows you to do some gimmicks. Like say they block a stC and you do B Kick Super. Only way for them get out is to jump out. Not just that, but you could also do a stC or Punch and they Parry it and you can cancel right into your 720. Only way for them to get out is by jumping.
Fail jump in parry combos (I.E. Opponent jumped in and tried to Parry and fails)
A punch to AA, B Drop Kick, B Drop Kick, crC. Can end with stC but you have to be close enough. About 25% damage. Really easy to land.
A Punch to AA, B Drop Kick, stC, B Drop Kick. Does about 30% damage. You have to be close enough to land it.
Using either C or EX Punch to AA substantially increases damage.
C Punch/EX, B Drop Kick, B Drop Kick, crC. Can end with stC does about 35%
C Punch/EX, B Drop Kick, stC, B Drop Kick does about 45%.
Can do either combo if stC AA’s. if stD AA’s can only follow up with EX Drop Kick.
More reset gimmicks:
If you do an EX Punch and you don’t combo into D Grab Super or you’re too far away you could go for a reset by comboing right into either stA or crA.
Following the crA you could walk in and do; Sweep, crC, stC, stD. Be super risky and a do a Drop Kick. You could also dash in and 720 or B Grab Super as they land.