Amazing stuff once again cant wait to get in the lab and practice it! :smiley: gonna hold it down for the ps3

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?

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>

  1. cr.lp xx f,d,df+lp*
  2. cr.lp xx f,d,df+ppp*
  3. cr.lp, cr.mk/cr.mp~cr.lp
  4. cr.lp xx dash
  5. s.lp, f.mp~hold back
  6. 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>

  1. cr.lp, s.mk, cr.hk… mk, hk / hk
  2. LP Stinger (bounds vs airborne)
  3. f.hk, hk (floats)
  4. f.mk xx Perchflop Kick xx switch

<u>Preferred setups:</u>

  1. After a sweep
  2. 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.

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>

<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>

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>

<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…

<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>

<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>

I’m trying to Main christie. My team is Christie / Law. I’m having some trouble getting her optimal combos. When you switch in I see a lot of your combos say “mp, cr. lp, f+mk…”. I can’t get the lp to connect after standing mp, though I"ve seen it in your videos. Also some of your combos have a cr. HP after wheel kicks. Any help on the timing or thoughts? Thanks!

Yeah sorry the thing is I was doing that pre-2013. Now I believe it’s become a 1 frame link which is much harder and really impractical.

You’re better off hit confirming with s.mp, s.lp, f.mp or cr.lp x2.

With CH you can do s.mp (ch), s.mp or s.mp (ch), s.hp.

And from mid-range all you need to do is throw a bunch of s.lk and buffer fs.mk, mk.

Thanks! Trying to represent Christie at tourneys. Do you have a decent combo into cross art for the finish? Can you can’t chain lk into fs.mk, mk right? You have to link that also?

When your opponent is in a juggle state, for example. s.Hp xx Hp wheel kick, s. Mp… the medium punch can go into cross art or the super art. It has always worked for me,