Vamos acabar logo com isso - The Christie Thread

Dude I see so much Jack online…Surprise Attack Surprise Attack lol. Yeah but Christie should be played more. Why not like a character who kick ass while dancing? Before I picked Christie to team up with Lars I was looking at Elena but man she’s kinda trash.

omg that is so freaking awesome! And yeah it builds meter for the Stinger and the Hand Stand. :slight_smile:

Stance feints + Stinger feints = godlike shenanigans :smiley:

Kinda weird but f.HK can be buffered out of Wheel Kicks as if it were a target combo, I don’t really understand why though. I’m not sure if the “comboed” f.HK has different properties than a dry one but it doesn’t look like it

I just found a piss-easy safe jump vs 7 frames (normal recovery) and 5 frames (roll recovery). The best thing about it is that any juggle can lead into that very safe jump and it’s automatic timing, meaning you can get it with nearly 100% consistency. Oh, and it also resets the roll option. I’ll upload a vid later or tomorrow about it and a bunch of other oki setups I found.

Also, about Stinger feint. I was thinking what if we use EX Stinger’s invincibility and cancel the move into an immediate handstand special? I haven’t played much with the idea but I just thought about it. Since both move Christie backwards maybe we could potentially avoid and counter a lot of meaty stuff and then either cancel handstand into block/backdash/jump or into Front Stinger / Helicopter / Batucada / Perch Flop Kick.

whenever I raw tag after hcb lp, I get punished, what is this free tag out I was hearing about before?

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It has to be in a juggle. If you hit someone out of the air with LP Stinger it causes a mini ground bounce and makes the knockdown last longer.

So try this for example: c.lp, s.mk xx LP Wheel Kicks, c.lp, s.mk xx LP Stinger > Raw Tag (don’t raw tag too fast or you’ll get a switch cancel).

Gotcha.

Well, I think one of the reasons people are not using Christie is that you are. There is no fun finding tech when you exude all the knowledge like some black hole of wisdom.

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Not sure if this has been pointed out but I don’t feel like checking because I’m a lazy fuck.

Perch flop links 3 times in corner. Also on a Droid so typing out the combo I made into it would be a pain.

lol I highly doubt that’s a reason.

I think a majority of people just don’t like Capoeira style and have a hard time understanding how the character is supposed to be played. Or they just struggle too much vs zoning and/or find her a little too hard to use. She doesn’t have an easy DP get off me move and she doesn’t have a wavedash so there goes any reason why low level players would pick up Christie in the first place.

I like meter with Christie but you guys say it is not so necessary with her, I suppose on account of lp wheel kick. So, I am either playing her on point with Paul, King, or Bob in the rear. Yay?

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I think Paul and King are not that great anchors for Christie. I mean how are you gonna get in on characters like Chun Li, Dhalsim and Guile? To me at least that’s like having a team composed of two grapplers. Out of those 3, Bob is definitely the better partner for Christie I think because he can zone/counter zone and has a decent DP for tag cancel.

Also, Christie, Paul and King probably have like the absolute worst wake up options in the game hah. It’s gonna be tough for you defensively so I hope you’re good at blocking.

I think Christie+Juri or Chun Li is hella nasty. But I still prefer Yoshimitsu for the insane reset potential and the windmill to get Christie in their face where she shines the most.

Yep, blocking is just about all I can do well, mostly because I play teams with crap wakeup options. It is gonna take me a while to get synergy down, I have no potential for pvp until September.

Bob’s launcher does not let me go into her f.hk I think, and his defensive options up close and wakeup are pretty bad too. I know Kuma eats shoto zoners for breakfast, does he do the same for Team Interpol?

This is butt. I do not want to learn some boring (to me) character like Chun or Juri. Also butt is that I am becoming afraid of using a point character that struggles against some of the strongest points in the game. I might experiment with her on anchor.

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Any tips for the link after the 2nd st.LP (aka JAB) in Trial 17?

More lab notes:

Reset [1. guaranteed damage, 2. potential damage, 3. meter required, 4. meter gain if reset succeeds]

METERLESS RESETS:
-j.mk, Rasteila to Heran Bago, fj.mp, dash, c.hp xx LP Stinger [226, 514, 0, 0.7]
-j.mk, Rasteila Chibata (1 or 2 hits) xx HK Twister Sweep (x1 or x2 > overhead) [190, 374, 0, 0.5]
-j.mk, Rasteila Chibata (2 hits) xx LP Wheel Kicks, Negativa to Armada xx HP Stinger [190, 438, 0, 0.6]
-j.mk, Armada to Rasteila > (counter poke) f.mk xx LP Wheel Kicks, Negativa to Armada xx HP Stinger [190, 438, 0, 0.55]
-j.mk, Rasteila to Circle Kick xx CADC, Launcher [190, 475+, 0, 0.5]

1 METER RESETS:
-j.mk, Rasteila Chibata (2 hits) or Circle Kick xx EX Stinger, f.hk, hk, Launcher [190, 542, 0.6-1, 0.6]
-j.mk, Rasteila Chibata (2 hits) or Circle Kick xx Helicopter/Batacuda xx Switch > combo/cross-rush [190, 507+, 0.6-1, 0.8]
-j.mk, Rasteila Chibata (2 hits) or Circle Kick xx Helicopter/Batacuda xx Switch > reset mixup [190, 310-580+, 0.6-1, 1]
-j.mk, Rasteila Chibata (1 or 2 hits) xx EX Twister Sweep (x3 or x4 > overhead) [190, 404, 0.75-1, 0.33]
-j.mk, Rasteila to Heran Bago, fj.mp, dash, c.hp xx LP Wheel Kicks xx Switch [226, 638, 0.4-1, 0.99]

2 METER RESETS:
-j.mk, Rasteila Chibata (1 or 2 hits) xx EX Twister Sweep xx Switch > push away into combo/cross-rush [190, 525+, 1.75-2, 0.6]
-j.mk, Rasteila Chibata (1 or 2 hits) xx EX Twister Sweep xx Switch > push away into reset mixup [190, 275-647+, 1.75-2, 0.9]
-j.mk, Rasteila to Heran Bago, fj.mp, dash, c.hp xx Super [226, 694, 1.4-2, 0.7]
-(corner) j.mk, Rasteila Chibata (2 hits) or Circle Kick xx EX Batacuda x3 xx Switch [190, 606+ or 456+corner sandwich trap, 1.65-2, 0.6]

So last night was the first time I took Christie online for some games. Here are my thoughts:

-Her anti-airs are not that reliable. They are decent and have a big hitbox (especially c.hp) but I often traded with my opponent and rarely got the counter hit so I couldn’t juggle most of the time when I did AA successfully.

-Her target combos are good and won me a lot of games but mostly because my opponent was clueless about how to block them. When I did play knowledgeable players that stood up to block Christie’s overheads, I had more trouble opening them up. Then my only mixup was Twister Sweep which is unsafe on block and LP Stinger which is safe but can still be reacted to. And neither of those lead to good damage on hit, you just get a hard knockdown so they aren’t exactly what’s going to win you games.

-EX Stinger got blown up a lot by noobs that were just mashing random buttons for no reason. And half of the time when I threw an EX Stinger, my opponent just neutral jumped and I was fucked. So her alpha counter might be a safer way to get pressure off you.

-The gap in Rasteila Chibata is really big. People have years to react with light or medium into cross-rush right before the lk follow up. It still worked on uneducated players but rarely vs knowledgeable players and scrubs that were just mashing jabs/reversal while blocking.

-Her Stinger/Stance feints combined are pretty awesome to bait wake up reversals and for oki setups vs roll. They also build good meter.

-Her footsies and frame traps are great and she can go poke for poke vs characters like Ryu/Kazuya/Nina/Chun etc.

-Her safe jumps are piss easy to do and so fucking good. You’re almost guaranteed to maintain pressure unless they DP tag cancel. And if they do roll to avoid your safe jump, most of the time they have to roll themselves into the corner. Plus you can still safe jump them with bj.mk even if they decide to roll so you win no matter what. Something I wasn’t doing enough though was option-select s.hp/s.mk or LP Wheel Kicks/LP Stinger. All of which can beat backdashes and lead to a combo on hit. I’ll definitely try to incorporate that next time.

I’m searching a new partner for Chun Li and i really like Christie. Would Christie be a good partner for her?

Sure why not. They both have excellent footsies and Chun Li can zone to take care of Christie’s bad matchups. Plus Chun has that Bird Kick she can switch cancel to bring Christie in and do her thing up close.

Chun Li is a very strong character that works well with pretty much anyone tbh since she has very little weaknesses and bad matchups.

Hmm…I think i give Christie a shot! Team Beauty Girls FTW!!

I find LP Stinger pretty good in footsies. You can use it as an evasive move to quickly move out of cr.forward range and get a surprise knockdown.

You can also whiff her target combos pretty rapidly. I sometimes do that for oki or footsies to get a surprise overhead wall bounce. It’s very risky in footsies because knowledgeable players will just jump at you if they see you start whiffing her target combo. But I’m thinking about whiffing just the Negativa to Armada part to bait jump ins and stuff.

Things I’m not using enough:

-Standing fierce. It has great range, hits crouchers, hits twice, catches backdashing and can be made safe with CADC backwards. It’s such a good footsie and frame trap tool but for some reason I keep doing fs.mk, mk and f.hk, hk which are good at max range but not that dangerous.

-HK Twister Sweep. I didn’t like it at first because it’s very unsafe if it’s gets blocked. But the more I use it and the more I think it’s pretty good. Fact is, NO ONE ever fucking blocks this move lmao. They might block the first and second sweep but they always get caught either by the third sweep or front stinger overhead. Sure, it doesn’t do much damage and only gives a hard knockdown but I think Christie’s oki game is solid enough to justify the use of this move. Especially vs knowledgeable players that know how to block/interrupt Christie’s target combos. Those players are harder to open up so Twister Sweep is definitely worth the shot. Especially EX version but regular versions are still good. Plus, Twister Sweep is high crush so it could be used for other things like defense or footsies maybe.

-MP Wheel Kicks. The main reason why I don’t like using it is because it’s weird vs crouching characters. You only get 1 hit and it never combos. But it’s still a low crush move and it keeps them standing so it has potential for resets/frame traps and such. I’m still not sure about the advantage on hit/block vs crouchers, seems weird too. I’ll have to do some testings on that.

[S]-Thong Bikini to Low Kick 2 (c.lp, s.mk, d.hk, mk, mk). The infamous low ender. Doesn’t lead to anything and is unsafe on block. So why the hell would anyone go for it? Well I dunno, I think once people become aware of the overhead ender they’ll start standing up at the end. Even if it doesn’t do much damage and you can’t special cancel, at least it keeps them standing so maybe it could be used to maintain pressure / go into a frame trap (still need to test the advantage on hit).[/S]

-Handstand front Stinger. Well it’s safe on block so why the hell not use it. I only do stance feints it seems but I never make them respect the handstand overhead.

funfact: Jack’s DP is considered a projectile and EX Handstand is projectile invincible. :sunglasses:

Optimized TC wall bounce resets:

-j.mk, Rasteila to Heran Bago, fj.mp, fj.hk, c.hp xx hand stand xx Perch Flop Kick [226, 577, 0, 0.8] (perfect spacing for an ambiguous cross-up vs quickstand)
-j.mk, Rasteila to Heran Bago, fj.mp, fj.hk, f.mk, Front Stinger [226, 556, 0, 0.7] (new safe jump setup)
-j.mk, Rasteila to Heran Bago, fj.mp, fj.hk, c.hp xx MP Wheel Kicks x Switch [226, 676+, 0.4-1, 1]
-j.mk, Rasteila to Heran Bago, fj.mp, fj.hk, c.hp xx Super [226, 743+, 1.4-2, 0.75]

Suggested follow ups if reset gets blocked: LP Stinger / raw Launcher / fj.mp (A2A ground bounce) / fj.mk (cross-up) / Negativa to Armada (if they have very slow pokes or if you made them respect the launcher follow up).

Alternative post-launch combos:

-s.hp (2 hits) xx LP Stinger (allows safe raw tag or safe CH store)
-f.hk, hk (launcher specific), raw Launcher / Sweep / fj.hk / LP Wheel Kicks xx Switch
-s.mp, c.lp, f.mk, Front Stinger, f.jump, nj.hk (normal safe jump vs 7f) / bj.mk (roll safe jump vs 5f)
-s.mp, s.hp (2 hits) xx MP Wheel Kicks (1 hit), nj.hk (quickstand safe jump vs 5f), backdash, b.walk or stinger feint, stance cancel (if they don’t quickstand and you think they’re going to roll)

Bleh… that shit is negative frames on hit lololol.

This seems to be around +0 or +1 on block. Enough advantage to possibly maintain pressure with Negativa to Armada.