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f/b/d/u: forward/back/down/up
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p/k: punch/kick
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e: empty
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n: neutral
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j: jump
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xx: cancel into
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HC: Hit Confirm
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CH: Counter Hit
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WK: Wheel Kicks (qcf:p)
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DAS: Double Arm Stinger (hcb+p)
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HS: Handstand (qcf+k)
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TS: Twister Sweep (hcb+k)
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F: Hold forward (Front Stinger)
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8f: 8 frames
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SJ: Safe Jump
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Ok so I’m gonna try and do it like this. Basically, I wanted to break her possible combos into parts (starter, filler and ender). This way you can decide which type of starter, filler and ender is best suited for your playstyle.
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I’ll edit this post with combos you guys find.
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<b><i>Bread N’ Butters</i></b>
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example:
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-j.mk, cr.lp, s.mk xx MP WK > cr.lp, cr.hp xx LP DAS [8 hits, 306 dmg, meterless, allows safe raw tag]
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-j.hk, s.hp xx HP WK, s.mp, cr.lp, fs.mk, mk xx HS Front Stinger [10 hits, 417 damage midscreen, meterless, leads to a safe jump]
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-…
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Combo Tutorial vid:
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CONTENT:
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0:03 - Hit Confirm starters
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0:38 - Punish starters
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1:09 - Mid-range buffers
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1:19 - WK Enders
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2:37 - non-WK Enders
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3:36 - Post-Launch
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3:58 - Post-Switch
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Breaking Christie’s possible combos into parts:
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<b><u>Hit Confirm Starters:</u></b>
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- j.mk, cr.lp, s.mk… (cross-up)
<br> - cr.lp, cr.lp, s.mk… (empty low)
<br> - cr.lp, s.lp, f.mp… (empty low)
<br> - cr.lp, s.lp, cr.lk… (empty low)
<br> - cr.lp, s.lp, cr.lk, fs.mk, mk… (empty low)
<br> - s.hp (2 hits)*
<br> - s.mp, cr.lp, fs.mk, mk… (counter hit vs crouch)
<br> - s.mp, s.lp, f.mp… (counter hit vs crouch)
<br> - s.mp, s.mp… (counter hit vs crouch)
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*Only s.hp can combo into HP Wheel Kicks. Medium normals can combo into LP/MP but light normals can only combo into LP WK.
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Hit confirms are for when you are not sure if your opponent is going to block or get hit. You do links to confirm that the opponent is blocking or not blocking. If the opponent is blocking, you special cancel into a safe special (MP/HP DAS, CADC or Handstand). If the opponent is being hit, you special cancel into a filler that will extend the combo before ending with an ender.
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<i>Note:</i>
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Negativa to Armada (cr.lp, s.mk) is special cancellable.
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Gancho Chibata (fs.mk, mk) is special cancellable and chain cancellable.
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One Two Elbows (s.lp, f.mp) is special cancellable.
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Last hit of Rasteila to Circle Kick (cr.lp, s.mk, cr.hk, s.hk) is special cancellable.
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Last 2 hits of Rasteila Chibata (cr.lp, s.mk, cr.hk, lk) are special cancellable.
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<b><u>Punish Starters:</u></b>
<br> - j.hk, s.hp… (big recovery moves)
<br> - j.hk, s.hp, s.lp, s.lp, fs.mk, mk… (big recovery moves)
<br> - s.hp, s.lp, cr.lk, fs.mk, mk… (normal recovery moves)
<br> - cr.mk/cr.mp… (at mid-range when s.hp isn’t fast enough or doesn’t have enough range)
<br> - s.lp, s.mp, s.hp…
<br> - cr.lk, fs.mk, mk…
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Punishing is when the opponent messes up by whiffing an unsafe move (a raw tag for example). In these cases you don’t need to hit confirm with links because you know that your first attack is guaranteed to hit. So you use your strongest normals first and go into a filler.
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<u><b>Mid-range Buffers:</b></u>
<br> - s.lk/cr.lk xx fs.mk, mk…
<br> - cr.mk xx MP Wheel Kicks
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Buffers are used in footsies as an option-select. On whiff, nothing comes out. But if your opponent blocks or gets hit by your initial poke, then your buffered normal or special move will come out. The idea is to “fish” with your limbs at a distance where your normals don’t normally connect (because you don’t want to get blocked if you’re buffering an unsafe special move). You want your opponent to walk/dash into your poke’s active hitbox.
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<b><u>Fillers :</u></b>
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A) LP/MP/HP Wheel Kicks > WK ender of choice
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B) EX Wheel Kicks > WK ender of choice [1 meter]
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<b><u>non-WK enders:</u></b>
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A)…xx HK Twister Sweep (3x low) [vortex]
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B)…xx EX DAS, f.hk, hk, Launcher/Sweep [1 meter, tag/okizeme]*
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C)…xx HS Perchflop Kick x2, Helicopter xx switch [1 meter, tag]
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D)…xx HS Helicopter xx switch [1 meter, ground tag, reset]
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E)…xx HS Batacuda xx switch [1 meter, ground tag, reset]
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F)…xx EX Twister Sweep xx switch [2 meters, ground tag, reset]
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G)…xx EX Batacuda xx switch > Charge CA to EX [2 meters, oki]
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*Side note fs.mk, mk doesn’t combo into EX DAS. For it to combo you need to chain into s.hp first. But this can be used as a good reset too.
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When you’re hit confirming you should also be thinking about what you’re planning to do with this combo. Do you want to do maximum damage? Do you want to switch characters? Do you want to go for a knockdown to setup a safe jump? Do you want to keep your opponent standing for further pressure? Do you want to get out of the corner or carry your opponent into the corner? Do you want to build meter? Do you want to activate gems? There are a ton of possibilities. But you need to make this decision quickly even before you do your filler.
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<b><u>WK Enders:</u></b>
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A) cr.lp, cr.hp xx LP DAS [raw tag]
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B) cr.lp, s.mk xx LP DAS [CH store]
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C) cr.lp, s.mk/cr.hp xx HS Perchflop Kick [okizeme]
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D) cr.lp, s.mk xx LK TS Front Stinger [mp whiff safe jump/vortex]
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E) cr.lp, cr.lp, f.mk xx Front Stinger [roll reset safe jump]
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F) s.mp, cr.lp, fs.mk, mk xx HS Front Stinger [vortex/roll reset safe jump, doesn’t work in the corner]
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G) (cr.lp), cr.hp xx MP WK xx switch [1 meter, tag]
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H) EX WK xx switch > charge CA to Super [2 meter, corner specific for some characters]
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I) cr.hp xx Handstand (wait a split second) > Helicopter xx switch > charge EX to Super [2 meters, midscreen]
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This is what you can do at the end of your extended combo (after having launched the opponent into the air with a version of Wheel Kicks).
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Example:
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[Starter] xx [Filler] > [Ender]
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[ j.mk, cr.lp, s.mk ] xx [ MP Wheel kicks ] > [ cr.lp, cr.hp xx LP DAS ] 8 hits, 306 dmg, allows safe raw tag
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==
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[HC Starter 1] xx [Filler A] > [WK Ender A]
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Most of the time you want to confirm into:
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-s.hp xx Launcher.
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-MP Wheel Kicks and end with LP DAS to raw tag/ch store.
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-MP Wheel Kicks and end with Front Stinger to safe jump.
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Those are the 3 main things you wanna go for when you hit confirm imo.
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<b><u>Post-Launch Enders:</u></b>
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<u>Normal Launchers:</u>
-s.lp, f.hk, hk (can’t follow up)
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<u>High Launcher:</u>
-f.hk, hk > Launcher/Sweep [tag/okizeme]
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<u>Low Launcher:</u>
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(same as WK enders) +
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-s.mp, s.hp xx MP Wheel Kicks [quickstand safe jump]
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-s.mp, s.hp xx HP Wheel Kicks xx switch-cr.hp xx LP DAS, walk, Sweep
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<b><u>Post-Switch:</u></b>
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<u>Air High:</u>
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-j.mp, j.hk, cr.hp xx
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-j.mp, j.hk, f.mk, Front Stinger
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-j.mp, dash, cr.lk, fs.mk, mk xx
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<u>Air Low:</u>
Same as WK ender
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<u>Ground short:</u>
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-s.hp xx Launcher/HP WK
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-s.hp, Rasteila string
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<u>Ground long:</u>
j.hk, (fs.mk, mk), s.hp xx