Exploring how EX Batacuda xx switch can be used for okizeme to maintain pressure and mixup:
Pros: Grants enough time to charge a free EX move. Christie serves as a shield vs reversals. Can be timed so that Christie’s overhead hits meaty or whiffs.
Cons: Need 2 meters. Very gimmicky.
In the first half of the video, I reset the roll. Then if the opponent reversals or backdashes, Yoshimitsu gets a free punish. If the opponent blocks the overhead I get free pressure. In the second half of the video I don’t reset the roll, instead I just walk forward. If the opponent rolls towards Yoshi, I get a free throw (in 2013). If the opponent gets up normally he either blocks the overhead and that puts him in enough stun for a blockstring/tick throw/mixup or Christie’s overhead whiffs leaving the opponent vulnerable to Yoshimitsu’s overhead/low mixup.
XamistS
9
SInce Rastella has been nerfed, do you know if anything here doesn’t work anymore?
All the setups still seem to work thankfully.
Here’s a vid going over Christie’s hard knockdown safe jumps in 2013 (re-optimized):
Am I missing any? If you guys know better setups, please share.
Aside from the Twister Sweep one, you can do these post-launch and post-bound as well.
For some reason, I’m having a hard time doing the HS Front Stinger and the TS Front Stinger ones. It’s possible that they changed the frame data of front stinger, or that the negativa to armada nerf slightly affects the timing. But I’m not sure. It seems easier when you don’t add a s.mp before cr.lp, f.mk. Doing s.mp makes it feel more like manual timing which I don’t like.
Christie’s Vortexes in 2013
A vortex is a 50/50 setup that is loopable. A mixup that leads into the same mixup. I suppose every safe jump can technically be considered a vortex since the basic mixup is: meaty jump in or empty jump low/throw. But the most effective vortexes are the ones with multiple or uncertain outcomes.
Twister Sweep Vortex:
This is Christie’s vanilla vortex. She can: safe jump front, empty jump low front or empty jump low behind.
Handstand Front Stinger Vortex:
She can: safe jump front, safe jump cross-up, empty jump low/throw front and empty jump low/throw behind. Landing a throw ends the vortex loop (since she can’t get a safe jump from her throws). If you predict a roll you either get a free throw and remove red health or an ambiguous cross-up that can lead to the same setup again.
Christie could already do something similar with HK Twister Sweep, but she couldn’t cross-up so the oki mixup was kinda limited. Needing to end your combo prematurely with Twister Sweep also meant that you needed to sacrifice damage to get the vortex going. But now with this new BnB Christie deals a lot more damage and basically has 4-5 mixups in 1 instead of 3.
Amazing stuff once again cant wait to get in the lab and practice it!
gonna hold it down for the ps3
KitL19
13
Thank you Vulc and everyone else for making Christie fun as hell xD. What’s her usual BnB off of a LP wheel kick? I looked through a few vids and saw nothing. Or is it not worth using compared to crHp?
XamistS
14
SRK what’d you do to the videos? D=
<blockquote class=“Quote” rel=“XamistS”>SRK what’d you do to the videos? D=</blockquote>
Wow, that sucks lol. Give me a minute I’ll fix the links.
<size=4><b>Option-Selects w/o safe jump</b></size>
After watching Flying Ve’s vid about SF command normals OS, I tried searching for something similar for Christie to catch backdashes and teleports. I already knew Rasteila could catch most backdashes, but that’s not really an OS since it always comes out on hit/block/whiff. Then I realized that Christie is one of the few characters in the game with a light normal that is not special cancellable. This allows Christie to buffer special moves that will only come out on whiff. Then while trying different things I discovered that you can slide inputs (instead of pressing buttons at the same time) to OS. So doing something like: cr.lp, (wait for chain window to end) cr.mk~cr.lp will get you a 2 hit link on hit, and on whiff cr.mk will catch the backdash during its ground recovery allowing for a full combo.
<u>Option-Selects: </u>
- cr.lp xx f,d,df+lp*
- cr.lp xx f,d,df+ppp*
- cr.lp, cr.mk/cr.mp~cr.lp
- cr.lp xx dash
- s.lp, f.mp~hold back
- s.lk~hold back xx fs.mk, mk/s.hp
*For the cr.lp xx LP WK/Super OS, it’s easier to get the timing if you pretend that Wheel Kicks is a DP motion. (press forward, then qcf+p). MP/HP Wheel Kicks are too slow to catch backdash (they however work as Safe Jump OS).
<u>Catches backdash but isn’t an option-select:</u>
- cr.lp, s.mk, cr.hk… mk, hk / hk
- LP Stinger (bounds vs airborne)
- f.hk, hk (floats)
- f.mk xx Perchflop Kick xx switch
<u>Preferred setups:</u>
- After a sweep
- j.hk, s.hp xx HP WK, cr.lp, s.mk xx LP DAS > ch store
After a ch store, the usually mixup people go for is: overhead/low, throw or frame trap. So the defending player’s usual “panic response” to counter hit storing is either reversal or backdash. But since DP xx switch is now unsafe on block, it’s likely that players will backdash more to get out of these pressure situations.
KitL19
17
Off of the front stinger crHK (whiff) safe jump you can super jump and the MK (sjMK) lands behind the opponent. Just in case your opponent grows aware of her set ups you can do that and it’s (from my experience) pretty indistinguishable from the regular set up. But I’m not sure how super jumps alter frame data so characters with a 4 frame dp you might want to be cautious using this around. Unless SJs don’t alter totals frames just distance in which case have a field day~ :]<br><br>Edit: for annotation lovers.<br>Hit confirm > Mp wheel kicks > stMP >(slight delay) cr.lp > Mk~Mk xx 236k hold 6, whiff crHK 9 jMk. jMK lands in front.<br><br>Hit confirm > Mp wheel kicks > stMP >(slight delay) cr.lp > Mk~Mk xx 236k hold 6, whiff crHK sj jMk. jMK lands in back. <br>
That’s just awesome man, cool find.<br><br>It explains a lot of things like why sometimes my j.mk would cross-up whiff like vs Cammy. Now I know that I was probably inputting a super jump j.mk by accident. That and/or maybe I was doing cr.lp into gancho chibata too soon, because like you said it has to be slightly delayed to work properly.<br><br>I just tested it and the super jump only adds 1 frame. So instead of being a 4f safe jump the cross-up super jump variation is a 5f safe jump. Which is still really good and better/more ambiguous than the variation I was using (MK Handstand to make j.mk cross-up as 7f SJ).<br><br>Looks like Christie’s vortexes just got that much better. :)<br><br>EDIT: Wait, now I’m trying to re-create this and I’m getting mixed results. Sometimes the super jump j.mk hits behind, and sometimes it just whiffs behind. I’m trying to understand why. I think I’m just not inputting the sj on the earliest frame. It’s kinda hard to time d, u/f after whiffing cr.hk as opposed to just holding u/f.<br>
KitL19
19
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>That’s just awesome man, cool find.<br><br>It explains a lot of things like why sometimes my j.mk would cross-up whiff like vs Cammy. Now I know that I was probably inputting a super jump j.mk by accident. That and/or maybe I was doing cr.lp into gancho chibata too soon, because like you said it has to be slightly delayed to work properly.<br><br>I just tested it and the super jump only adds 1 frame. So instead of being a 4f safe jump the cross-up super jump variation is a 5f safe jump. Which is still really good and better/more ambiguous than the variation I was using (MK Handstand to make j.mk cross-up as 7f SJ).<br><br>Looks like Christie’s vortexes just got that much better. :)<br><br>EDIT: Wait, now I’m trying to re-create this and I’m getting mixed results. Sometimes the super jump j.mk hits behind, and sometimes it just whiffs behind. I’m trying to understand why. I think I’m just not inputting the sj on the earliest frame. It’s kinda hard to time d, u/f after whiffing cr.hk as opposed to just holding u/f.<br></div>
</blockquote>
I’ve had the same problem initially even with the regular set up jMK whiffed in front for me for a while. I try to buffer 2369 at the least few frames of cr.Hk and it doesn’t whiff as often. But I need to clean up my timing and inputs before I say anything definitive.<br>
KitL19
20
Christie corner safe jump I believe it’s a 4 frame, but I dunno how to call it I’ve tested on Ryu and Sagat so far.<br><br>Hit confirm > Mp wheel kicks > stMP > Negativa Armada > Handstand > Perchflop kick (hold up forward) jMk.<br><br>Since it’s the corner you can alter the timing to make it cross up. with Ryu LP Shoryu flat out lost, mp dp showed reversal but it caused him to flip out of the animation, EX whiffed entirely. (I tried with auto corrected DPs same result).<br>
I don’t think that’s really corner specific and it’s not a pure safe jump.
Ryu’s DP always lost to these kinds of cross-up, usually all he needs to
do is delay his DP to not be a reversal and it will auto-correct. But
in this specific situation most characters can’t auto-correct their DPs like you
observed.<br><br>I already showed something similar here:<br> [details=Spoiler] http://www.youtube.com/watch?v=8OzSziNrnRw [/details]<br><br>In
the second part of the vid, you see Cammy’s DP get stuffed during it’s
start up animation before she even leaves the ground. Like I said she
can’t delay her DP to make it auto-correct. It either gets stuffed in
the air or while she’s standing or it completely whiffs in the wrong
direction.<br><br>still need to test this and the different variations vs more characters to make sure we know who the exceptions are.<br><br>
KitL19
22
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>…<br></div>
</blockquote>
Darn and here I thought I was finding new stuff out >.<. I’ll revisit your channel so I can catch up on that Christie tech lol.<br>
Man Vulcan I’m thinking about picking christie up, and the info you have provided is more than almost half the character threads combined.<br><br>Good stuff, I wish you played elena lol…
KitL19
24
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/1273/TheDarkPhoenix">TheDarkPhoenix</a> said:</div>
<div class=“QuoteText”>Man Vulcan I’m thinking about picking christie up, and the info you have provided is more than almost half the character threads combined.<br><br>Good stuff, I wish you played elena lol…</div>
</blockquote>
I’ve learned a bit of Elena from Gema Elena’s in an okay place right now :]. Christie is the best character in the game though (that tag out animation is lovely).<br>
<blockquote class=“Quote” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/77455/KitL19">KitL19</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/1273/TheDarkPhoenix">TheDarkPhoenix</a> said:</div>
<div class=“QuoteText”>Man Vulcan I’m thinking about picking christie up, and the info you have provided is more than almost half the character threads combined.<br><br>Good stuff, I wish you played elena lol…</div>
</blockquote>
I’ve learned a bit of Elena from Gema Elena’s in an okay place right now :]. Christie is the best character in the game though (that tag out animation is lovely).<br></div>
</blockquote>
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Elena is by far my main, I get by with strictly footsies and fundamental with her though </span></font><br><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Is there any “general” frame data for Christie?</span></font>
KitL19
26
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/1273/TheDarkPhoenix">TheDarkPhoenix</a> said:</div>
<div class=“QuoteText”><font size=“2”>…</font><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”></span></font></div>
</blockquote>
Heart and soul.<br><br>I wish I could help you on the frame data thread. There is some on the general thread pages 3 and 4 I believe, but nothing organized and I’m pretty lazy lol<br>
Somewhere in the last 2 pages of the Christie thread I put some frame data stuff that I tested. There’s also someone else who put some various info about her dash and normals but it was for vanilla so I’m not sure if it still applies.<br><br>Look for the posts where I answer to The 5th Horseman. That and on the page before there’s also a bunch of frame data info. Mainly for her specials, and strings. I haven’t done much testing for her normals but I trust that Zukuu and the other guys will eventually work on it. :)<br><br>Christie is unsafe on block on almost everything (only talking about specials and rasteila strings). And to be at +1 or -3 you need to leave some vulnerable gaps. Right now no one is punishing me when I do unsafe stuff but eventually players will learn to punish blockstring > MP/HP DAS on reaction. It’s not that hard you just need to be aware that it’s possible. So the way I see it, Christie’s up close pressure only exists on hit. On block you really need to either switch cancel, end with LP WK (if they don’t have a 4f move) or find some way to go back to neutral as safely as possible (CADC backwards or Stinger feint stance cancel).<br><br>On the other hand, Christie is extremely safe at mid-range. s.lk xx fs.mk,mk is godlike. And cr.mk at max distance buffered with MP/HP DAS is very good too. It’s safe on block and out of reach (so harder to punish unlike up close). And you can always cancel DAS into Hanstand cancel to build meter and bait DPs and stuff. <br>