Finally picked this game up again and bought the dlc characters. I’m definitely playing elena-christie, looking for decent players to help me get back into the game…anyone on the east coast play on psn? <br>
Here’s a video showing all you need to know about Christie’s Rasteila
strings. Hopefully you’ll see why I think Christie’s mixups are not that
gimmicky after all if you know how to use all her tools in different
combinations. It’s all about mind games, meter building, baiting and
spacing. Using Rasteila strings is still risky of course, but if you ask me if the reward is worth
the risk my answer is duh.<br><br>edit: Just remember that Rasteila strings are always unsafe on block (there is a gap after cr.lp, s.mk and cr.hk). So only use these to mixup on hit. They can be good if you’re trying to come back from behind or kill a character with 600-800 health. <br><br>http://www.youtube.com/watch?v=p6PoX9Q73ps<br><br><br>So
the stealth buff that I discovered is that the last hit of Rasteila to
Heran Bago is now +3 on block. :) I’m positive this was -2 on block
before (I tested it in vanilla and it was punishable by Julia/Ken’s
super). But now Heran Bago > s.lp is a true blockstring (they can’t
mash any reversal in between). <br><br>Another awesome thing I
discovered about that string is that if the opponent decides to backdash
the last hit, then you are able to combo with s.lp/s.lk (vs Ryu and
Sagat) or at least maintain pressure with a blockstring/hit confirm (vs
Cammy). I haven’t tested this on the whole cast yet but if Sagat’s
backdash loses to this then a good portion of the cast probably can’t
backdash it safely either.<br><br>The last hit can of course still be raw launched. But from my testings that’s not so easy to do consistently. <br><br>
Man that video had so much stuff going on in it. Good shit. Christie is pretty funny complicated character. That last hit being +3 makes me slightly more interested in it now. Also what was that DAS to hand stand you were doing? can you cancel startup of das into hand stand??? also Which string was that that you combo’d off hand stand cancel? Good shit on the video as always. <br><br>I was watching your other videos and I was suprised that the st.mp, cr.lp, f+mk ~ f ender off wheel kicks only does 2 less damage then ending with st.mp, cr.hp xx DAS. Thats pretty impressive imo.<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/2627/FullMetalRoss”>FullMetalRoss</a> said:</div>
<div class=“QuoteText”> what was that DAS to hand stand you were doing? can you cancel startup of das into hand stand???<br><br></div>
</blockquote>
Yup. But only the first half of the animation is cancellable.<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/2627/FullMetalRoss”>FullMetalRoss</a> said:</div>
<div class=“QuoteText”> also Which string was that that you combo’d off hand stand cancel? <br><br></div>
</blockquote>
Rasteila to Circle Kick: cr.lp, s.mk, cr.hk, hk (last hit is special cancellable).<br><br>I didn’t combo into anything though. It was a frametrap. The mixup is basically Circle Kick xx Handstand > Helicopter/Perchflop Kick xx switch or Handstand cancel into Launcher or Handstand cancel into pressure. If they try to press a button they eat a full combo. If they don’t press anything you get to continue your pressure or your partner gets a mixup off Helicopter/Perchflop Kick/Launcher xx switch.<br>
Hey, guys. What kinda gems should Christie use?
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/22140/Dedemaru”>Dedemaru</a> said:</div>
<div class=“QuoteText”>Hey, guys. What kinda gems should Christie use?</div>
</blockquote>
Meter and power all day baby. I suggest the Super power gem on your
partner but not on Christie. At least in my case I rarely use her Super
because my team does more damage with normal tag cancels and resets. But
if your partner can combo into a free super after EX WK xx switch and
combo with a 1 bar Super after a floaty Helicopter xx switch, then it’s
worth having the super power gem on your partner.<br><br>For activation requirements I suggest 3 things:<br><br>1. Do 1 or 2 Launchers (she can safely hit confirm from mid-range + launcher is free after EX DAS, f.hk, hk)<br>2.
Connect 8 normals (she can get a ton of normals if you link s.hp into
s.lp, s.lp, fs.mk, mk, s.hp + each hit of her rasteila strings count as
normals)<br>3. Connect with 3-5 special moves (1 combo is usually 2 specials but you can also do HS Perchflop Kick x3)<br><br>
I feel like the answer to this question is always<br><br>Meter<br><br>then<br><br>Power<br><br>Meter is broke sauce.<br>
What post launch / tag cancel ender are people using now?<div><br></div><div>I’ve started using cr.HP, HCB+LP, walk forward, sweep.</div><div><br></div><div>On longer combos, it seems to do more damage than the MP, cr.LP, MK, MK, handstand, front stinger finisher…</div><div><br></div><div>Actually, you can do cr.HP, HCB+LP, walk forward a little, cr.HP for a little more damage (but, no hard knockdown).</div>
Cool I didn’t even know we could sweep there. <br><br>The only time it does more damage than the other ender for me is when I buffer AC xx launcher at mid-range. (3-9 more damage) And if I do a double switch cancel in the same combo but I never do those. <br><br>Still a good ender. I’ll add it to the combo thread.<br>
I find this is a good corner ender, especially since MP, c.lp, MK MK doesn’t work in the corner.<div><br></div><div>This will work off MP and HP Wheel Kicks too - but you must go straight into c.HP: adding filler overloads the juggle and the sweep won’t connect.</div>
I think if the combo before Christie’s ender is 4 or more hits, then cr.HP > HCB+LP > sweep will do more damage than MP, cr.LP, MK, MK, handstand front stinger.<div><br></div><div>So, after a 4+ hit cross rush…or after a 4+ hit tag cancel combo…etc.</div><div><br></div><div>You can also combo into her super after the HCB+LP if you take a tiny step forward.</div>
Finally was able to get the DLC, and was super anxious to try out Christie since I’ve YET to see her used in this game, which puzzles me greatly. However, I had a quick question: How safe (if at all) is cancelling S.HP second hit if it’s blocked into Handstand, cancelling Handstand and immediately going to down-back? I’m sure it’s probably not safe but wanted to see if anybody else could shed some light on this idea. <br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/7734/.Cobra">.Cobra</a> said:</div>
<div class=“QuoteText”>Finally was able to get the DLC, and was super anxious to try out Christie since I’ve YET to see her used in this game, which puzzles me greatly. However, I had a quick question: How safe (if at all) is cancelling S.HP second hit if it’s blocked into Handstand, cancelling Handstand and immediately going to down-back? I’m sure it’s probably not safe but wanted to see if anybody else could shed some light on this idea. <br></div>
</blockquote> I’m certain it’s not safe at all… st.HP is <strike>-5</strike> -8 on block (I always treat it that way anyways) so I CADC backdash if it’s blocked.When she first came out and VH found out that tech I tried it is blockstrings and ate Ryu cr.MP/cr.MK all day. I’m certain other people also tried that when earlier when Christie first came out. As of now I mostly see it used just to build meter or cancel…<strike>I forget the move’s name… the Mallet smash thing…63214P/hcb+P </strike>double arm stinger.<br><br>And TBH the less Christie the better. I like the ability to jump in a match…<br>
Ah, okay. Good look on the info. <br><br>Still messing around with other characters that I don’t see repped that often, wanted to see if maybe there was some hidden tech somewhere or a sleeper character that hasn’t been discovered. Christie was first on that list.
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/7734/.Cobra”>.Cobra</a> said:</div>
<div class=“QuoteText”>Finally was able to get the DLC, and was super
anxious to try out Christie since I’ve YET to see her used in this game,
which puzzles me greatly. However, I had a quick question: How safe (if
at all) is cancelling S.HP second hit if it’s blocked into Handstand,
cancelling Handstand and immediately going to down-back? I’m sure it’s
probably not safe but wanted to see if anybody else could shed some
light on this idea. <br></div>
</blockquote>
It’s really unsafe. A lot more than you imagine. Check my last few posts on page 4, I go over that a bit.<br><br>Even
if there was a magical way to only be -1 or -2 (thus safe), it would
still be a questionable thing to do and a worse option than CADC or
Stinger/SFSC (If your goal is to remain safe I mean).<br><br>That being said, if you
watched some of my matches you probably noticed that I do this a
lot offensively and often get away with it. The reason why it works to
maintain pressure is pretty simple: They see you go into a stance, then
they are either clueless about what that stance is able to do, or they
know that you can go into an immediate but unsafe special. So whether
your opponent is knowledgeable about the matchup or not, the typical
reaction to Christie going into Handstand is to just block. And if you
have meter, then they have to respect the threat of Helicopter/Perchflop
Kick xx switch. That’s why I’m able to maintain pressure most of the time even if I’m like -5 or -9.<br><br><br>
It’s alright Cobra. Keep looking there is definitely more tech out there. How the hell do you time her BnB off of st.mp VH? You make it look so easy…stupid 1 frame link…<br>
Which one? counter hit s.MP into MP?
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/7446/Wasted">Wasted</a> said:</div>
<div class=“QuoteText”>Which one? counter hit s.MP into MP?</div>
</blockquote>
Nope that’s a 3 frame link before I saw some vids of his of his oki tech and he did st.mp to cr.lp. But now in the video posted there I see he’s opted for her LP > f+MP tekken chain instead never mind.<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/77455/KitL19”>KitL19</a> said:</div>
<div class=“QuoteText”>It’s alright Cobra. Keep looking there is
definitely more tech out there. How the hell do you time her BnB off of
st.mp VH? You make it look so easy…stupid 1 frame link…<br></div>
</blockquote>
I don’t think it’s a 1 frame link. Otherwise I would be dropping it all the
time. :p s.hp to cr.lp on a standing opponent, now that is a one
framer. I still need to practice it more but I’m getting the timing down I think.<br><br>For
s.mp, cr.lp, fs.mk, mk, I did notice that the timing can be slightly
different for different sized characters. And on some characters like
Sagat it seems really impossible (his hitbox is so big that negativa to
armada comes out instead of fs.mk). I find that really annoying. I’ll
just assume that the combo doesn’t work on big/tall characters for now. <br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/77455/KitL19”>KitL19</a> said:</div>
<div class=“QuoteText”>But now in the video posted there I see he’s opted for her LP > f+MP tekken chain instead never mind.</div>
</blockquote>
Not sure what you mean, what video.<br><br>Anyway, I just use the lp, f.mp tekken chain because it’s like a super easy/safe way to hit confirm up close and it’s special cancellable. Also for some reason I have a lot of trouble with simple links like cr.lp, cr.lp. So instead I do cs.mp, s.lp, f.mp or cr.lp, s.lp, f.mp.<br><br>But I don’t use it as combo ender. I always do s.mp, cr.lp, fs.mk, mk xx front stinger or s.mp, cr.lp, cr.hp xx perchflop kick.<br><br><br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>
I don’t think it’s a 1 frame link. Otherwise I would be dropping it all the
time. :p s.hp to cr.lp on a standing opponent, now that is a one
framer. I still need to practice it more but I’m getting the timing down I think.<br><br>For
s.mp, cr.lp, fs.mk, mk, I did notice that the timing can be slightly
different for different sized characters. And on some characters like
Sagat it seems really impossible (his hitbox is so big that negativa to
armada comes out instead of fs.mk). I find that really annoying. I’ll
just assume that the combo doesn’t work on big/tall characters for now. <br>Not sure what you mean, what video.<br><br>Anyway, I just use the lp, f.mp tekken chain because it’s like a super easy/safe way to hit confirm up close and it’s special cancellable. Also for some reason I have a lot of trouble with simple links like cr.lp, cr.lp. So instead I do cs.mp, s.lp, f.mp or cr.lp, s.lp, f.mp.<br><br>But I don’t use it as combo ender. I always do s.mp, cr.lp, fs.mk, mk xx front stinger or s.mp, cr.lp, cr.hp xx perchflop kick.<br><br><br></div>
</blockquote>
Oh Zukuu put up some of the frame data and it said st.mp was +4 on hit and cr.lp was +4 on it. It made me happy knowing I hit it every now and there oh well lol I guess I just gotta practice more. <br><br>For s.mp, cr.lp, fs.mk, mk the timing feels the same for me. I usually delay the cr.lp until the opponent is just about to hit the floor at least the timing is universal right now. I just tested against against Sagat/ Jack/ Hugo/Bob/ Rufus it definitely comes out 100% of the time.<br><br>And I meant the Heran Bago video my bad for the vagueness I’m cold and it’s making me drowsy.It’s 59F here…In the Bahamas… Tropical paradise my ass.<br>