Me sinto como se estivesse dançando! - The Christie Combo Thread

<br>
f/b/d/u: forward/back/down/up
<br>
p/k: punch/kick
<br>
e: empty
<br>
n: neutral
<br>
j: jump
<br>
xx: cancel into
<br>
HC: Hit Confirm
<br>
CH: Counter Hit
<br>
WK: Wheel Kicks (qcf:p)
<br>
DAS: Double Arm Stinger (hcb+p)
<br>
HS: Handstand (qcf+k)
<br>
TS: Twister Sweep (hcb+k)
<br>
F: Hold forward (Front Stinger)
<br>
8f: 8 frames
<br>
SJ: Safe Jump
<br>

<br>
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.
<br>
I’ll edit this post with combos you guys find.
<br>
<br>
<b><i>Bread N’ Butters</i></b>
<br>
example:
<br>
<br>
-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]
<br>
-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]
<br>
-…
<br>
<br>
Combo Tutorial vid:
<br>


<br>
CONTENT:
<br>
0:03 - Hit Confirm starters
<br>
0:38 - Punish starters
<br>
1:09 - Mid-range buffers
<br>
1:19 - WK Enders
<br>
2:37 - non-WK Enders
<br>
3:36 - Post-Launch
<br>
3:58 - Post-Switch
<br>
<br>
Breaking Christie’s possible combos into parts:
<br>
<br>
<b><u>Hit Confirm Starters:</u></b>
<br>

  1. j.mk, cr.lp, s.mk… (cross-up)
    <br>
  2. cr.lp, cr.lp, s.mk… (empty low)
    <br>
  3. cr.lp, s.lp, f.mp… (empty low)
    <br>
  4. cr.lp, s.lp, cr.lk… (empty low)
    <br>
  5. cr.lp, s.lp, cr.lk, fs.mk, mk… (empty low)
    <br>
  6. s.hp (2 hits)*
    <br>
  7. s.mp, cr.lp, fs.mk, mk… (counter hit vs crouch)
    <br>
  8. s.mp, s.lp, f.mp… (counter hit vs crouch)
    <br>
  9. s.mp, s.mp… (counter hit vs crouch)
    <br>
    <br>
    *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.
    <br>
    <br>
    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.
    <br>
    <br>
    <i>Note:</i>
    <br>
    <br>
    Negativa to Armada (cr.lp, s.mk) is special cancellable.
    <br>
    Gancho Chibata (fs.mk, mk) is special cancellable and chain cancellable.
    <br>
    One Two Elbows (s.lp, f.mp) is special cancellable.
    <br>
    Last hit of Rasteila to Circle Kick (cr.lp, s.mk, cr.hk, s.hk) is special cancellable.
    <br>
    Last 2 hits of Rasteila Chibata (cr.lp, s.mk, cr.hk, lk) are special cancellable.
    <br>
    <br>
    <b><u>Punish Starters:</u></b>
    <br>
  10. j.hk, s.hp… (big recovery moves)
    <br>
  11. j.hk, s.hp, s.lp, s.lp, fs.mk, mk… (big recovery moves)
    <br>
  12. s.hp, s.lp, cr.lk, fs.mk, mk… (normal recovery moves)
    <br>
  13. cr.mk/cr.mp… (at mid-range when s.hp isn’t fast enough or doesn’t have enough range)
    <br>
  14. s.lp, s.mp, s.hp…
    <br>
  15. cr.lk, fs.mk, mk…
    <br>
    <br>
    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.
    <br>
    <br>
    <u><b>Mid-range Buffers:</b></u>
    <br>
  16. s.lk/cr.lk xx fs.mk, mk…
    <br>
  17. cr.mk xx MP Wheel Kicks
    <br>
    <br>
    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.
    <br>
    <br>
    <b><u>Fillers :</u></b>
    <br>
    A) LP/MP/HP Wheel Kicks > WK ender of choice
    <br>
    B) EX Wheel Kicks > WK ender of choice [1 meter]
    <br>
    <br>
    <b><u>non-WK enders:</u></b>
    <br>
    A)…xx HK Twister Sweep (3x low) [vortex]
    <br>
    B)…xx EX DAS, f.hk, hk, Launcher/Sweep [1 meter, tag/okizeme]*
    <br>
    C)…xx HS Perchflop Kick x2, Helicopter xx switch [1 meter, tag]
    <br>
    D)…xx HS Helicopter xx switch [1 meter, ground tag, reset]
    <br>
    E)…xx HS Batacuda xx switch [1 meter, ground tag, reset]
    <br>
    F)…xx EX Twister Sweep xx switch [2 meters, ground tag, reset]
    <br>
    G)…xx EX Batacuda xx switch > Charge CA to EX [2 meters, oki]
    <br>
    <br>
    *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.
    <br>
    <br>
    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.
    <br>
    <br>
    <b><u>WK Enders:</u></b>
    <br>
    A) cr.lp, cr.hp xx LP DAS [raw tag]
    <br>
    B) cr.lp, s.mk xx LP DAS [CH store]
    <br>
    C) cr.lp, s.mk/cr.hp xx HS Perchflop Kick [okizeme]
    <br>
    D) cr.lp, s.mk xx LK TS Front Stinger [mp whiff safe jump/vortex]
    <br>
    E) cr.lp, cr.lp, f.mk xx Front Stinger [roll reset safe jump]
    <br>
    F) s.mp, cr.lp, fs.mk, mk xx HS Front Stinger [vortex/roll reset safe jump, doesn’t work in the corner]
    <br>
    G) (cr.lp), cr.hp xx MP WK xx switch [1 meter, tag]
    <br>
    H) EX WK xx switch > charge CA to Super [2 meter, corner specific for some characters]
    <br>
    I) cr.hp xx Handstand (wait a split second) > Helicopter xx switch > charge EX to Super [2 meters, midscreen]
    <br>
    <br>
    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).
    <br>
    <br>
    Example:
    <br>
    <br>
    [Starter] xx [Filler] > [Ender]
    <br>
    <br>
    [ 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
    <br>
    <br>
    ==
    <br>
    <br>
    [HC Starter 1] xx [Filler A] > [WK Ender A]
    <br>
    <br>
    Most of the time you want to confirm into:
    <br>
    <br>
    -s.hp xx Launcher.
    <br>
    -MP Wheel Kicks and end with LP DAS to raw tag/ch store.
    <br>
    -MP Wheel Kicks and end with Front Stinger to safe jump.
    <br>
    <br>
    Those are the 3 main things you wanna go for when you hit confirm imo.
    <br>
    <br>
    <b><u>Post-Launch Enders:</u></b>
    <br>
    <br>
    <u>Normal Launchers:</u>
    -s.lp, f.hk, hk (can’t follow up)
    <br>
    <br>
    <u>High Launcher:</u>
    -f.hk, hk > Launcher/Sweep [tag/okizeme]
    <br>
    <br>
    <u>Low Launcher:</u>
    <br>
    (same as WK enders) +
    <br>
    -s.mp, s.hp xx MP Wheel Kicks [quickstand safe jump]
    <br>
    -s.mp, s.hp xx HP Wheel Kicks xx switch-cr.hp xx LP DAS, walk, Sweep
    <br>
    <br>
    <b><u>Post-Switch:</u></b>
    <br>
    <u>Air High:</u>
    <br>
    -j.mp, j.hk, cr.hp xx
    <br>
    -j.mp, j.hk, f.mk, Front Stinger
    <br>
    -j.mp, dash, cr.lk, fs.mk, mk xx
    <br>
    <br>
    <u>Air Low:</u>
    Same as WK ender
    <br>
    <br>
    <u>Ground short:</u>
    <br>
    -s.hp xx Launcher/HP WK
    <br>
    -s.hp, Rasteila string
    <br>
    <br>
    <u>Ground long:</u>
    j.hk, (fs.mk, mk), s.hp xx

and this is all post 2013 release right?
need to get these down, lab time

Yeah these all still work afaik. What changed mostly is the damage and the fact that links timing is different. And s.hp > s.lp/cr.lp is a new link.

No need to learn everything I posted there. Start by trying the links (hit confirm starters) to see which ones you like more to start your offense. Most of the time you want to confirm into Launcher or MP Wheel Kicks and end with LP DAS to raw tag/ch store or end with Front Stinger to safe jump. Those are the 3 main things you wanna go for when you hit confirm IMO. The other combo options are for styling on people mostly. :slight_smile:

I have some too add in just from being the lab titled under hit confirm/poke confirms. Also you forgot perchflop kick in the key ;O

I love her Cr.mk cause the range so these confirms are for that~

Cr.Mk xx MP WK xx Cr.Lp-St.Mk (or) F.Mk…Ender of Choice Usually i go with PFK.
Cr.Mk, St.Hp, EX DAS…ender of choice (or) EX WK, Cr.hp xx PFK

Also because its so important to know how to combo into Cross Art/Super after a Boost combo,

St.Mk on incoming then just as the 2nd knee hits and they are falling Cross Art~
St.Hp hit as low as possible with first hit then right into Super Art~

Will def post if i come up with some more i hope these are ok! XD

Post Wheel Kick, you can also do cr.LP, cr.HP, Handstand > Helicopter (tag on first hit)

You have to delay the Helicoptor slightly after entering Handstand stance in order to get all four hits. If you get the right height, the high launch allows your partner to land a jumping attack.

Also, you can connect a cr.HP after an EX Wheel kick, though the timing is tight.

Does christie have any cancelable chains?

fs.mk,s.mk is cancellable. That is all you need. :slight_smile:

I just noticed that her s.lp,f.mp is also cancellable now. I think it wasn’t in vanilla but I could be wrong about that.

EDIT: So here’s a list of all her tekken chains that can be cancelled:

Negativa to Armada (cr.lp, s.mk) is special cancellable.
Gancho Chibata (fs.mk, s.mk) is special cancellable and chain cancellable.
One Two Elbows (s.lp, f.mp) is special cancellable.
Last hit of Rasteila to Circle Kick (cr.lp, s.mk, cr.hk, s.hk) is special cancellable.
Last 2 hits of Rasteila Chibata (cr.lp, s.mk, cr.hk, lk) are special cancellable.

It always was cancelable, not that there was ever any particularly good use for it.

From playing around a little bit yesterday I saw that off of Christies mp, hp and EX wheel kicks that she can now get either a st mp, cr hp into whatever ender or as Lone Dragon said she can go straight into the cr hp.

New best ender. MP wheel kick, s.MP, c.lp > s.mk > s.mk > handstand to front stinger

Helicopter juggle > tag allows enough time for an EX-charge super.

So for 3 meters you can do:
st.HP xx EX Wheel Kick > cr.HP xx Handstand (wait a split second) > Helicopter (tag) > partner immediately uses EX charge into super.
With Elena as a partner it does 632 damage.

That sounds sick. I’m gonna give that a try.

But timing Helicopter in midair and switch canceling it to have max float seems tricky.

just to make sure im not crazy, but you cant combo after her MP WK in 1.6 right? Also, can you combo MP Wk > cr.lp > cr.hp in 1.6? It doesnt seem like its possible…maybe a 1fr link? Im on PC and I cant get it to work and I have pretty good execution for the most part…just making sure. Also, in 2013 st.hp links to st.lp ? how is st.hp on block? cause [ st.hp > st.lp ] was listed as a frame trap…is she + on block after st.hp o_O ???

Edit: Sorry, but in 2013 she can also link cr.lp > mk xx mk tc? or is it cr.lp xx st.mk tc ~ st.mk?

It seems like her frame data got hella buffed wtf

by the way, hai guiz, I just picked up Christie 10 min ago and she seems really fun.

In Vanilla, Christie’s MP Wheel Kicks didn’t cause a float on hit. It kept the opponent standing. I liked that because it was her most damaging way to setup resets while not being stuck in handstand. But that also made Batacuda and Helicopter almost useless.

s.hp/s.mp are the pokes you use to frame trap. On block she is probably negative but I haven’t tested that yet. I’ll check in sec.

if her st.hp is negative on block how do you frame trap with it…unless you mean going from something else INTO st.hp.

also, just making sure, but all the combos listed in the OP are current / for v 2013? Are these optimized (for now) ?

EDIT: Ah I get it now, I put s.hp, s.lp as a hit confirm but you should only use it as a punish since s.hp is like -3 on block. I’ll fix that.

Yeah sorry, I was just listing all her links but didn’t think about that. Anyway we should be able to hit confirm with s.hp alone since it hits twice so it’s no big deal.

I know how frametraps work lol I main cammy in AE. Frametraps were created to catch people trying to tech / crouch tech / jump.

Regardless, thank you for the response

Oh yeah, to answer your other question: all the combos listed in OP are for ver 2013 and they are semi-optimized (I didn’t know Christie could go from MP WK right into cr.hp for example). Almost all the combos that worked in vanilla still work now. But the opposite isn’t true.

Thanks again man, that combo is badass.

-j.hk, s.hp xx HP Wheel Kicks, s.mp, cr.lp, fs.mk, mk xx HS Front Stinger [10 hits, 417 damage midscreen, meterless, roll reset safe jump]

The combo is weird on some characters. Especially the s.mp but it’s really worth practicing it.

First day playing Christie… Yeah the s.mp doesn’t hit for me more often than not, is there anything that could be done to make it more consistent?