||Christie and Eddie Mega thread || Dance, Fight Win!

This is going to be the Christie strat thread. I will refer to all the moves based on the assumption that Christie is being used. Eddy is slightly better tier wise since he can hit a lot of combos and oki games more easily thanks to his long legs, but I primarilly play Christie since she is hot and I know what I will post for her will work.

I am taking this stuff from a lot of the threads on TZ. I am going to keep it as clean and navigational as possible.

Moves to whore

Yeah, the cappos don’t really have much in terms of safe whoring moves, but this is close too it.

  1.   d/f+2 (CH)
    
  2.   RLX 4~3
    
  3.   QCF_WS+3
    

These moves lead to beefy combos, but only d/f+2 is safe. RLX 4~3 is bread and butter for damage but getig inside is tough and QCF catches back dashers and is difficult to punish if done from far away, but if the move is blocked up close Christie gets rocked. If you KNOW tekken (particularly how to space and whiff punish) than these are moves you should look into.

Now

Key Moves

** d+4 ** Decent poke. Leaves Christie in FC which is a good position for her but hop kicks can kill follow ups

** u/f+4 ** Safe. Mid. Crushes low. Good damage. great range. Good twitch move

** FC,d/f+4 ** Juggles on counter hit. Great mix up following d+4 or other crouching positions.

**ss+4 ** Good low. Follow up with F+2+4 for a very smooth attack into a throw.

ws+4 Safe mid from WS

**d/f+1,1 ** Good mid string. Great way to end the round. Safe. don’t get to predictable with the follow up

 **d/f+2**       "Safe"  Launches on counter hit.  Follow ups on normal hit.  "crushes" high

b+2 Evasive. Safe. Knocks down. If the first one is blocked why not do it again? :slight_smile:

d/b+1+2 Good juggle starter. Crushes high. Evasive. SAFE! Yeah.

HSP 4 Interupts most moves except for jabs and HSP 3+4 will kill the jab if you know its coming

**HSP 3+4 ** The new throw. Unbreakable. Mix it up with HSP d+3+4 for nasty mix ups.

**RLX f+3+4 ** (safe mid with decent range, and combos on wall splat)

**HCF+1+2 ** (High damage throw)

 **4   **         A simple long range poke.  Good to end rounds.

**d+2,3 ** Excellent for oki against a wall and fundamental for combo finishing.

SS+ 2,4 “Safe” Absolutely brutal combo follow up against the wall. Great damage.

**d+3~4 ** Low. Unparryable!!! avoids a lot of hop kicks!!! great way to end a round.

**F+4 ** Good HSP transition. F+4, 3~4, 3+4 guaranteed on normal hit. F+4,3 mid mix up as well.

Neo Russell goes through all the moves Chreddy picked up between Tekken 5 and Tekken 6.

Not BR though.

[media=youtube]NDD5w526gfQ[/media]

NOTE: The d+2,4 that he listed was taken out in BR so it is gone now.

We’ll go through the Cappos new moves.

  1. d/b+3+4, 3, 4, Mid, High, High. Crushes highes. First hit juggle starts on counter hit. Great damage if all hits connect. d/b+3+4 can be linked to RLX and HSP if you hold down or back respectively

  2. d+4,3, Very good low, mid move. True combo on counter hit. Decent for wake up games. 4 AND three are unsafe, and 4 on hit doesn’t offer many good follow ups.

  3. d+2, 3, A fundamental move with Christie now. Will explain why later.

  4. d/b 3~4,3, A pretty fake that was added in. Almost no one falls for it. Try it once to see what it looks like and than dont use it again.

  5. f+4,3, 3+4. Nice follow mix up. High, Mid, Mid. Does not hit grounded opponents. Third hit is guaranteed if the second hit is a counter. 3+4 is UNSAFE. 3 might be unsafe too. A lot of mix ups off of f+4,3 alone. Rodeo, etc.

  6. u/f+2 This is a stupid High move given to all characters who didn’t alreay have an u/f+2. High, but not as fast as a jab and punisheable. No properties on normal or counter either. Hell, I think you might have a frame disadvantage ON HIT. Don’t use!

  7. RLX u_d Rotates christie right or left. It steps, but it also counts as mid while rolling so you will more likely get punished than anything else.

  8. 3~4, 3+4 Low, Mid to bounce. You really dont have to think about doing this move. It is more like an extension of her traditional slippery kicks. If you liked the slippery kicks before, this move doesnt change anything

  9. F,F, 2,3 Mid, Low. Not very good. The first hit (and entire string) can be stepped and than walked to the right. Good juggle if both hits connect on normal hit. Different juggle property if the two gets countered. Very easy to see the low coming but will kill scrubs.

  10. F, F, F+ 3, Low slide. Crap range, Can be stepped to the right. Decent at far distance and with good timing can be done very close. Guaranteed after normal d/f+2 and good timing. Juggle starts on CH. Beautiful when that happens. :slight_smile:

  11. HSD 3+4 Unbreakable throw from HSD. This move was broken when it first came out. Sooooo fast. It is a lot easier to duck now, but the unbreakable property makes it soul food.

  12. RLX f+3+4 Rolls into Handstand position very fast.

  13. RLX f+3+4 Rolls backwards into Handstand PERCH position. Pretty slow.

  14. HSD+u_d Handstand tilts and than moves into while standing position.

For Chreddy NOOBS

First of all, if you don’t know Tekken, than you should scan this thread.

http://forums.shoryuken.com/showthread.php?t=206277

JUGGLES

  • (CH df+2)(CH WS+2)(QCF+3), d/f+1,1, u/f+1+2 B!, b+4,4,3+4

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4 B!, f+3+4

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4 B!, dash d+2,3

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4 B!, b+3,3

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3

  • (CH df+2)(CH WS+2)(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
    (Check the RLX 2,4 section for ideas on okizeme after using RLX 2,4 as the juggle ender)

  • (d/f+3+4)_(RLX 3~4), d/f+1,1, u/f+1+2 B!, b+4,4,3+4

  • (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, b+3,3

  • (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, dash d+2,3

  • (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4

  • (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3

  • (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4

  • RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP f+1,2,4~4

  • RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3

  • RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,4

  • RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4

  • RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3

  • RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4

  • (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4

  • (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3

  • (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4

  • (CH b+3,3)_(WS+1,3), RLX 2, d+2,3

  • (CH b+3,3)_(WS+1,3), RLX 2,4 B!, d+2,3
    (the RLX 2,4 part usually whiffs on biggies)

  • (CH b+3,3)_(WS+1,3), RLX 2,4~b B!, HSP 2, WS+1,3

below are character specific juggles
Christie:

  • f,f+2,3 QCF+3, b+3,3 RLX 2,4~b B!, HSP f+1,2,4~4
  • f,f+2,3, QCF+3, b+3,3, RLX 2,F+3 (But doesn’t work after CH f,f+2,3).
  • WS+1,3, RLX 2,4 B!, d+2,3

Eddy:

  • WS+1,3, RLX 2,3, dash d+4,3
    (it’s a lot harder to connect on small chars…e.g Asuka)

  • RLX 4~3, HSP 2, WS+1,3, RLX 2,4 B!, dash, d+2,3

  • RLX 4~3~f, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3

  • CH f,f,f+3, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3

More Space

Last Bit

Okay, talk about what you like. Right now I am taking requests for desired info.

The Chreddy forum is a mess over in TZ. Some people post info from DR still and then some for t6 and some for BR. It makes my head hurt trying to figure out what goes where.

If you’re still going to update this thread Calibur, could you post if there are any juggles that christie can do that eddy can’t or vice versa? So far the only thing I can find about differences on TZ is a slight change in limb length while doing impanema wings so the second hit whifs more with christie and of course their normal throws are different with christie’s being better because you’re left with good oki.

Frame data would be awesome but I don’t think it’s been released yet so a list of moves that leave Chreddy with +frames on block would be helpful. Maybe a list of juggle starters (I know there are a lot) and good pokes for people who are just picking up the character.

Also a few quick questions for you Calibur, does ws+2 still hit high and does it always lead into a stagger and fall state which is juggleable with ws+3 into mostly a full combo? Does FC_ws+3+4 on normal hit lead to a stagger now all the time too? How fast do people catch on to seeing the low part of f,f+2, 3 and it has to be punishable on block, right? Did they nerf the ss or tracking of b+2?

This thread is going to be pretty much a condenced version of the TZ forum all in the first few posts with everything updated. All the info will be discussed on TZ and than I will regularly come here to update this thread with videos, juggles, frame data and properties. Of course discussion will be here too, but this is mainly for the guys who need a quick faq on the Cappos without getting to know the Chreddy community as a whole.

So, make no mistake, I am ganking all of this shit from Tekken Zaibatsu forums, or pretty much just reposting my old stuff. TZ Chreddy posters, thanks. You know who you are.

As for your questions.

  1. WS+2 never hit high. It has always hit mid, and yeah you can still do the full juggle off of the stagger on normal hit. Unfortunately in BR they made this move punishiable on block so it’s not as juice as it was before. Hard to side step though, so it actually works really well when you are stuck crouching in the corner and your opponent is trying to roll away and get up. This will often catch them, and maybe even relaunch them into the wall if they try to get up with an up kick. By the way, WS+1 IS high, and it is a pretty good move too. Excellent to punish characters like Kaz and Bob when they try to attack you after they have you in a low block stun.

  2. WS 3+4 does not lead to a stagger on normal hit.

  3. A person knowleadgeable in Tekken in general will not fall for this move twice face to face. You are pretty much giving them a free 40 percent combo depending if they have a good WS launcher. If I do use it I use it as a type of Oki tech trap. First hit intentionally missing and the opponent standing into the sweep. This trap works well of throws that leave you too far for guaranteed follow ups.

  4. B+2 is as diesal as it has ever been.

Thanks for the answers Calibur. A few more questions if you don’t mind…

  1. Can you expand on what options you get on oki from a RLX 2, 4 combo ender? I tried to find that section in TZ but came up unsuccessful.

  2. When does FC_WS 3+4 lead to stagger? I know on CH it knocks down and leads to a juggle. Maybe it has different hit animations between standing and crouching?

  3. What are christy and eddy’s item moves and how are they performed? I’ve seen christie spike a volley ball but that’s about it.

  1. a) RLX 2,4 run up and d, 2, 3 into RLX again. If they try to roll away from you RLX 2,4 and repeat the set up

b) RLX 2,4 b HSP d/f RLX 2,4 b HSP 1, If they try to roll away after this you will catch them and you can get a full b, 3,3 combo. So just so you get an idea in your head, the combo starts with RLX, 2,4. You hold back to go to handstand and than tap d/f to go immediately to relax and than you do rlx 2,4 again but this time your opponent doesnt bounce. when you transition to handstand you can tap 1 to catch them if they roll away or if they stay you can attack with HSP+d+4_3 . This combo is pretty difficult because of the quick HSP and RLX transitions and is easier to do with Eddie because his longer limbs can catch fools.

  1. I think it staggers when the opponent ducks.

  2. Christie. Carnival feathers=2+3+4. (she shakes) Bikini top =1+3+4 (she does a volleyball spike)

Eddie Big Afro=2+3+4 (for a disco dance. iN Japan there is a glitch where he can do it without it.) Dreads bandana=1+3+4 (for a soccer ball flip kick. Very slow)

I’ll get around to reading this fully later on but, and excuse the question, what are the main differences between Christie and Eddy?
Also can I have Eddy look like Tiger from T3?

  1. Eddy has longer reach, Christie’s combos are more consistent.

  2. Yes you can make Tiger Jackson.

SS 2,4 and d+4 are SICK

I’m not sure if christie’s combos are more consistent any more. I know that used the be the case back in DR because christie was closer to the ground and seemed to transition slightly faster but in BR I think eddy’s might be more consistent because of his longer limbs.

Thanks for the answers again Calibur.

eddy is more inconsistant with anything involving qcf+3 and b+3,3. eddy has a hard time hitting qcf+3, qcf+3, b+3,3, rlx 2,4 B! and ws 2, qcf+3, b+3,3, rlx 2,4 B! (the second combo has a funky delay on it you need for it to connect). i have alot of trouble hitting rlx 4~3, hsp~F, qcf+3, b+3,3, rlx 2,4 B! with eddy as well for your rlx wall carry.

eddy has more consistent combos off of jabs, but dunno why you’d ever use those except for wall carries, and wall carries and oki are really the only things eddy does better jugglewise.

Ok thanks, but does Point 1 mean that Eddy’s combos are umm risky?

Not necessarily. I still think one of them needs a movelist over-haul. Theres no reason they should have separate slots.

I’m loving the new db+4. I think the animation is slightly different from DR. Its quick, it goes under highs…its faster than uf+4. Its definitely what Chreddy needs since df+3+4 isnt as useful as it previously was.

Right now im having quite a time trying to play a spacing game. b+2 doesnt step to the side as strongly as it did in DR. Standing 4 and df+3 are my best friends currently.

Out of curiosity, where do Chreddy stand in terms of tiers?

Eddy is AA tier and Christie is A tier which is more than likely a big ass mistake since they are even better than the Mishimas.

Its been a long time coming. Chreddy is definitely tournament viable this go round without question.

oh god yes. i’ve been practicing the last few days now with eddy, and i’m so glad to see he hasn’t lost his flair. i’ve always used him/christina because i love capoeira (and tekken).

Glad to hear that. Hm, why is Christie lower?