What are christie’s high / low mixup options? What do they lead to? are they safe?
and does anyone have current frame data for her? (1.8)
What are christie’s high / low mixup options? What do they lead to? are they safe?
and does anyone have current frame data for her? (1.8)
Is this frame data still accurate aside from her st.hp ?, also, is the information on pg 3 regarding her specials / tekken chains still accurate ?
Most of the ideas still apply but all her rasteila tekken strings are now unsafe on block (there is a gap between cr.lp, s.mk and cr.hk where opponent can mash jab or reversal). So basically now Christie’s main tekken strings are only viable on hit.
On block you should stop at cr.lp, s.mk / special cancel to frame trap or remain safe.
Christie has a bunch of overheads. Most of which cause a hard knockdown.
Overheads:
-Double Arm Stinger: Use MP/HP version since they are +1 on block.
-EX DAS: combo into f.hk, hk, launcher/sweep. Around -3 on block.
-Handstand Front Stinger (hold forward during handstand): +1 on block.
-Twister Sweep Front Stinger (hcb+k, hold forward): Unsafe on block.
-Rasteila Chibata: Last hit of cr.lp, s.mk, cr.hk, lk is a double overhead that is special cancellable.
-Rasteila to Heran Bago: Last hit of cr.lp, s.mk, cr.hk, mk, hk is an overhead that causes a wall bounce on hit but is -2 on block.
Lows:
-cr.lp
-cr.lk
-cr.mk/cr.mp
-HK/EX Twister Sweep (unsafe on block)
-Thong Bikini to Low Kick 2: Last 2 hits of cr.lp, s.mk, cr.hk, mk, mk hit low and can be delayed. They are negative on hit and unsafe on block.
I’m gonna try to pick her up for this game, but she looks complicated =\
I’m planning on making her 2nd to come in and get oki setups, does it seem legit?
She is actually much easier than you would think, at least to get a basic idea of her style, it is actually something that attracted me to the character initially apart from the abs. Course that might change a little with her strings and boosts being less safe.
I definitely think she is better as a second character because of her strong oki and multitude of options up close. That being said with some notable changes 2013 Christie seems possible to play as a point with her AA and Anti projectile buffs.
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Thank you Vulcan, you’re being extremely helpful. Very much appreciated
Wait…so according to the frame data, cl.st.mp > cr.lp is an unplinkable 1 frame link…idk if this really accurate or not but this doesn’t feel right…it feels like a 2 frame link to me personally…I have lots of experience with 1 frame links with cammy and guy in AE
Edit:
Anyone know what cr.lp xx st.mk is on block?
Edit 2:
Does anyone know the total frame count for handstand cancel? Basically I’m wondering how safe canceling particular normals into handstand cancel is…for example, cr.hp xx handstand cancel, st.hk xx handstand cancel, etc.
I’m so mad about her tekken string nerfs. It really pisses me off. They were already raw launch punishable any you could jab between certain ones anyway, now I can’t even have my string that’s a true block string. I was actually a big user of her strings for mixup, and it made her up close game scarier. Now it just seems like she is just really footsie heavy, which she always had been but she has even more gaps up close now. I’m really mad It sucks!
I know how you feel. I loved abusing them to build meter. They were already risky enough to use as is but now they are virtually useless as blockstrings.
If you really want to continue using Christie’s Rasteila strings, I suggest using a partner that can keep the opponent standing with special xx switch or overhead xx switch. On hit you can still use her strings for mixups.
And remember that you can also use them on whiff for oki (after a knockdown, whiff Rasteila Chibata, Rasteila to Heran Bago or Thong Bikini to Low Kick 2 to hit overhead/low as meaty).
Does Rasteila to Heran Bago combo all the way through? Err, is it supposed to ? or is supposed to drop before the last attack…cause no matter what I do, it doesnt combo all the way through.
Also, how are yall using these:
All the handstand followups
Island Mirage
twister sweeps
I just dont see how to work them in honestly. Twister sweeps seem kinda useless to me, but then again im a day 2 christie.
oh and lastly, is 437 good damage for a punish combo using 1 bar to tag? Im not using a jump in either. If I jump in I get 469. Opinions? I know this damage will change in 2013 due to christies damage values getting changed, but im just curious what yall think.
Here’s what I tested: (this is for ver 2013 btw)
-cr.lp, s.mk is +0 on hit and -3 on block. If you Handstand cancel, it becomes -4 on hit and -9 on block.
-cr.lp, s.mk xx LP Wheel Kicks is a true blockstring and is -4 on block. MP/HP versions are -3 on block but they are not true blockstrings. MP Wheel Kicks can trade with invincible reversals and HP Wheel Kicks can be stuffed by jab on reaction.
-cr.lp, s.mk xx MP/HP Stinger is +1 on block but can be interrupted by jab/reversal.
-cr.lp, s.mk xx HS Helicopter on block has a 2 frame gap between s.mk and Helicopter. Unfortunately, despite Helicopter hitting special mid, it’s still unsafe on block (at least -13).
-Helicopter xx stance cancel is -11 on hit. Helicopter > Helicopter has a 2 frame gap.
-ALL her Handstand moves can be raw launched.
-cr.lp, s.mk xx HS Perchflop Kick on block has a 3 frame gap between s.mk and Perchflop Kick. Can trade vs 3f jabs but you get a juggle on trade. It’s also unsafe on block (at least -13).
-cr.lp, s.mk xx Stinger feint xx stance cancel is -16 on hit and at least -21 on block. Doing this puts Christie outside of most medium normals range but not outside of Ryu’s sweep range. It can also make most DPs whiff.
tl;dr: She’s mad unsafe on block. She can be +1 or -3 at best but she has gaps before the safer specials. Best she can be with no gaps is -3 (cr.lp, s.mk) and -4 (cr.lp, s.mk xx LP Wheel Kicks), which is still relatively safe vs a lot of characters.
The negativa to armada nerf hurts a lot when you think about it. Before: cr.lp, s.mk, cr.hk was a safe on block true blockstring that put Christie outside of DP range. It was a safe way to build meter and go back to neutral when needed. Now you have to take risks to be +1 or -3 and you have to take risks to go back to neutral. On the bright side, her combos do more damage and her Rasteila strings are still effective and more damaging on hit. She has better AAs, better okizeme and tools to get around projectiles, but at the cost of more unsafe up close pressure.
It seems to me that Christie has become a mid-range/footsie whiff punisher and a frame trap oriented character instead of the rushdown/mixup character she was before. She still has mixups, but they are just much riskier on block. She is very high risk/high reward.
You’re not crazy, there’s a gap before the overhead. And that’s what makes it good. If there was no gap, it would just be a silly combo that leads to scaled damage. But as it stands it can lead to damaging resets (with my team: 403+357 for 1 meter).
I’d say 450-469 is about average for 1 meter. Is it a good use of meter? If it’s gonna kill or give you a good life lead, yes. Otherwise, Christie can do 417 meterless on her own (so then you are using a meter for 52 additional damage). If you really need to tag, Christie can do around 377-385 meterless with launcher/safe raw tag. So in this case, the meter you use is worth 90-100 more damage which is a reasonable use of meter. But again you need to ask yourself if that meter is really worth 100 damage to you or is it worth more. And that can depend on the situation.
HK Twister Sweep is only good on hit because it leads to a super easy safe jump. And with the roll nerf + throw buff, it makes it that more dangerous to get hit by this move. But on block it’s really unsafe. On players that don’t know how to deal with the move, you might get away with a surprise overhead or a 4th low hit. But knowledgeable players will just backdash or mash reversal to blow you up between low hits.
For Handstand moves:
-Batacuda/Helicopter are mostly good for switch canceling. I use them for stand resets.
-Helicopter and Perchflop Kick are good anti-airs. Perfchflop Kick is also a good combo ender.
-Front Stinger is an overhead and it’s +1 on block so it’s decent, just a bit slow. It’s also a good combo ender that leads to a safe jump.
I just played you earlier! Good stuff man
You too! i almost had your law… i lag spiked on the last hit… q`q to finish you then you ran it back on me!!
Hey Vulcan. Do you have videos of your Christie safe jump setups?
Look at evilluisto his youtube channel, one of the first vids he made with Christie is an oki guide. I am pretty sure it involves showing the setups as well as the safe jump, but if not search this topic earlier for the phrase, he posted them a while back.
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The setups videos don’t appear on my youtube channel because they are set as “unlisted”. But I made a whole thread about okizeme so go check that out (thread is called “Christie’s Oki game”). I’m working on a couple of new vids that I’ll be posting there shortly.
Hey all! I’m wanting to learn Christie but I’m running into an issue.
Is Christie’s Trial 17 broken? (More so now in 2013)
Can someone fire up the trial and see. It’s the same issue with ‘Negativa to Armada Combo’ not working. I know it was hard to do before, but once you got the combo down and did it a few times, it eventually would register, but now it’s near impossible. After hundreds of attempts it just doesn’t connect. The Cr.LP to S.MK just come out as a the normal string. I had it work about two times the entire time. It’s the last trial I have on her and this is wreaking hell on my gamer o.c.d. The combo still ‘works’ meaning the Negativa changes to a normal string and can be completed, but obviously the system isn’t about to let you get away with that!
Please help!
So I’m thinking I might try Christie out with Chun. I’m day 1 on this game so it might change but… anyone have any thoughts about this pairing? My most immediate concerns are how good of damage Christie can do off a tag in combo and if she gets significantly better with meter since Chun will be building a lot of it.
Next I need to try to find some good combos… I hate learning new games xD
Christie is a good battery herself so you’ll have plenty of meter to spare. All characters lost the ability to build meter with CADC, but Christie can still build some meter quickly with Stinger feints and Handstand cancels.
She only really needs meter for EX DAS but that move is easily baitable/stuffable so you’re better off doing cross-cancels to get pressure off you.
I remember having trouble with one of her trials. It was already bugged in vanilla. Or maybe this is another bug related to her frame data change.