Vamos acabar logo com isso - The Christie Thread

This is the only string that is a true blockstring the whole way through, meaning they can’t backdash out, mash reversal, or mash raw launcher between the hits.
The other enders have gaps in them that allow the enemy to raw launch you for free (unless you do the s.HK ender) or simply backdash out after the third hit.

If they try to backdash (which they can’t actually do), the last two lows will hit them, because they have to let go of downback to backdash.

So, this string is still useful for me, at least.

It’s just unfortunate that it’s her worst possible ender on hit or on block. I mean even if you get them with the last 2 lows you can’t special cancel them and you are in negative frames, which basically means the pressure is reversed in your opponent’s favor.

Thong Bikini to Low Kick 2 is barely 256 damage off a j.mk. A little more if you delay the last two lows for a mini reset. But we’re talking 310 ass damage reset lol. Her midscreen BnB off a hit confirm is 314 so why the hell would we even settle for 256-300? It does less damage and builds less meter.

IMO Capcom just needs to make the last hit of Rasteila to Heran Bago not lose to raw launchers and make Thong Bikini to Low Kick 2 special cancellable OR something like +2 on hit and -3 on block. edit: I would also make Rasteila to Circle Kick a true blockstring so they wouldn’t be able to backdash after c.lp, s.mk, d.hk.

I think the 2 lows are more for conditioning people, instead of damage. It’s purpose is to stop people from backdashing, provide a true block string, and make people want to block low. Good Lord, if it were special cancellable…I think the cries of “cheap” would ring to the heavens.

BTW, has anyone experimented with using her HCB+P (“Stinger” I think) to cross up forward rollers at the last second? Her hitbox moves back, and forces them to stay in front of her, instead of ending up behind her. Pretty tricky!

Hi, I’m kinda new around here. Haven’t had much time to play around with Christie but I was wondering how does the stinger feint work? Do you cancel the stinger into a handstand before the animation completes or is there something else to that?

Also, what do you guys think about a Law Christie team? o.0

Yes, you need to cancel Stinger pretty fast. During the first half of the animation before Christie starts moving forward to attack. You could treat it like it’s only 1 move and not 2. Stinger feints are not that crucial to her game imo. They’re just a way to build meter and bait reversals. Well, that’s what I use them for anyway. :stuck_out_tongue:

I think Law is good but I heard he has bad anti-airs and he can get zoned out so my guess is that team will have trouble vs players that jump a lot and heavy zoning characters.

But why would they even block low at the end? To prevent 50 damage? lol. You are negative frames on hit. The opponent is rewarded if he gets hit low so he shouldn’t care at all. And you’re not going to condition aka discourage anyone with a 50 damage punish. To discourage someone you need to show them that they can lose a lot of life if they do something. Shoryuken xx Switch into 400+ damage can discourage people to jump or press buttons. But here they only lose 50 and get frame advantage in return…

I agree though that making the last low special cancellable would be a little too good. Just make it +1 or +2 on hit and it’s going to be ok. I really think Circle Kick should be a true blockstring though, or at the very least catch backdashers.

Yes, not at the last second though since the move has a lot of recovery. You’ll get punished hard if you do it too late.

Main setup I found is after ending a juggle with LP Stinger (mini ground bounce). You first backdash, then if you throw a LP/MP Stinger you won’t cross-up the roll but if you use HP version you will cross-up.

EDIT: wait, I think I misunderstood you. You mean using Stinger as meaty cross-up? I haven’t tested that.

everybody has been using the following Bnb:
cr.MK xx Wheel Kicks, cr.LP xx st.MK xx LP Stinger for 274
cr.MK xx Wheel Kicks, cr.LP, cr.HP xx LP Stinger for 298

I use LP Stinger for the ground bounce to switch

I tried getting HP stinger to work but it has to slow a start-up

currently using Christie/Elena not for the double capoeira but because I play Elena in 3rd Strike and she transitioned really well

if you have any Elena tips please post on the Elena thread, it’s kinda dead over there and we could do with some more input :slight_smile:

Ex Stinger= great AA for deep jump ins. It has a good amount of invincibility, even Sim and Vega jf.HP whiffs. Although I’m not sure if it’s safe on block however, if you’re used to AA’ing with Ibuki’s Raida this will seem like a cake walk.

Edit: After 3 hours of online Christie I’ve realized that this is probably one of the worst characters I’ve played so far. Why are her AAs so bad? Why is her back dash so bad? At least characters with bad AAs can command dash or forward dash or something. This character has makes me physically ill. AND I MAIN HER AND LARS IN TEKKEN. At least one of them came out alright…

And wtf are her good pokes? Seriously. Legitimate question here. I don’t want to give up on her because I’m salty. cMP looks amazing and hits a lot…just not cancelable on hit… and cMK is ok but it’s range isn’t as good…

com’n buddy use your head, yea cr.MP is awesome, no it isn’t cancelable but the great thing about this game is that pokes like that can be rush comboed; taging your partner in for good damage I do it all the time.

cr.MP xx cr.HP is much safer on block (saying you notice you can’t go in to launcher and you still mashed “B” xx “C”) than cr.MP xx st.HP

also cr.MK is amazing if you master it. it’s one of the only normals that isn’t a slide that can go under projectiles and considering she has very few options for projectiles i think that cr.MK is pretty good

Thanks for the tips though it’s a bit too late >_>. I just was playing her like Juri from SSF4AE, but without Fuhajins. But I checked out vids of VulcanHades to see what I should be abusing and what I’m doing wrong. Gotta excuse me though I’m going from Ibuki+Juri to Lars+ Christie and I played 17 matches (no exaggeration) VS Ryu+Kazuya, Ken+Ryu, and Zangief+ Ryu all of whom I feel shit on Christie, but I can handle with Juri+Ibuki.

Also I never said I mashed B xx C…Unless I misunderstood that. Can you clarify that you meant. And you say cMK is a great move, but in actually IMO it’s not that great if the opponent has a fast walk speed and you go into 236lp second hit whiffs. I’m not saying it’s bad, and it could be worse (ala Asuka), but feels like I’m playing Juri Ultra 2, except it’s my normal people fall out of.

For footsies, she has a lot of good things:

-fs.mk, mk (2nd hit special cancellable)
-f.hk, hk (f.hk is pretty safe on block)
-s.hp (2 hits, good range, hits crouchers and is special cancellable so CADC backwards to remain safe on block)
-fs.lk (nice poke to fish for launcher, max range fs.lk, c.mk, c.hk is somewhat safe)
-c.mk / c.mp (again good to fish, c.mk has the advantage of being special cancellable)
-Wheel Kicks is low crush
-Double Arm Stinger moves her back and is safe on block so it’s good for footsies
-f.mk goes into immediate handstand
-Her front stinger during handstand is +0 on block and hits overhead
-stinger feints + stance feints can be used to build meter and fake overhead into jump in or whatever
-I sometimes whiff her target combos to get a surprise mixup
-Her launcher has good pushback which makes it a decent tag cancel on block. Also really good for frame traps when using her target combos, CADC or after a Stinger is blocked
-If they jump on you when you’re in handstand you can AA with Helicopter or Perch Flop Kick
-For AA, I try to use c.hp though it’s true it often trades
-For A2A, use nj.lk / bj.lk and j.mp (ground bounces)

Order is startup, start+active+recovery, frames on hit, frames on block.

LP 4 14 5 2
MP 5 20 4 0
HP 6 44 -3 -9
LK 5 16 4 0
MK 11 33 -3 -7
HK 17 47 -7 -12
Close MK 6 -1 -4 -8
Close HK 14 -1 -7 -12
d+LP 4 15 4 0
d+MP 8 27 0 -4
d+HP 7 31 0 -6
d+LK 4 16 3 -1
d+MK 8 28 -1 -5
d+HK 11 39 44 -10

b,b 25
f,f 24
uf 39
u 39
ub 39

uf+LP 4 38 16 8
uf+MP 7 38 20 9
uf+HP 7 38 24 12
uf+LK 4 38 16 8
uf+MK 7 38 20 9
uf+HK 10 38 24 12

f+throw 27 on whiff +53
b+throw 27on whiff +30

BTW, is there anything that people want me to test specifically. I plan to move through her move list fairly much in order (may well skip the upjump moves for now, unless there are some that are definitely different to the uf jump moves) when I get time.

messing around with christie, i discovered a few things: If you counter-hit anti-air Cr.HP, and they get hit by the back of her hitbox, you can get Cr.LP St.MK xx whatever. 2nd hit of St.HP puts opponent in juggle state, might get some more hits in if cadc, didn’t check. In the corner, off any move that sends them high enough, you can Cr.HP twice, or Cr.HP, Cr.LP St.MK xx whatever. Midscreen, you can Cr.HP xx cadc, Cr.LP St.MK. Cr.LP is a low, didn’t know that. After Jump MP, Forward HK HK, its impossible to followup without tag cancel

Will add in combos later.
EDIT: Rolento x Christie combos in spoiler below

[details=Spoiler]Corner 429 damage Rolento starting: Jump HK, St.HK, Cr.MK xx Rekkas, St.HK, St.MK, Cr.MK xx MP Rekkas (tag cancel to Christie) Cr.HP, Cr.HP xx LP Stinger
Midscreen 348 damage Rolento starting: St.HK, Cr.MK xx Rekkas (tag cancel to Christie) Cr.HP, Cr.MK xx LP Stinger
Midscreen 331 damage Christie starting: Negativa to Armada xx LP Wheel Kicks, Negativa to Armada xx Handstand Perch Flop Kick (tag cancel to Rolento) St.HK, walk forward a bit, St.LP, Cr.MK xx MP Rekkas
Air to Air 345 damage Christie starting: Jump MP, Satellite Moon Hot Plate Special (tag cancel to Rolento) St.MK, walk forward by a frame, St.LP, walk forward again, Cr.MK xx MP Rekkas (a tad difficult, but possible)
Corner 226 damage Christie starting: Alpha Counter (tag cancel to Rolento) Cr.LP, Cr.MK xx MP Rekka (only one rekka, and this is just to show that you can in fact combo off Christie’s Alpha Counter)[/details]

Her specials? QCF+P and HCB+P

I know QCF+LP is punishable, but it would be nice to know exactly what MP and HP are. Probably -1?

Looks like HCB+MP and HCB+HP are plus on block.

Need to know what’s Gief proof and what’s Julia proof…

Thanks again for this.

I didn’t get the change to look and analyze everything you posted in detail. I added commas cuz I find it hard to read otherwise lol.

Life – 900->950
Close/Far LP – Startup 4F->3F
Close MK – Hit stun reduced by 6F (On hit +2)
Close/Far HP – Hit stun reduced by 7F (On hit +4)
Close HK – Hit box enlarged

  • Hit stun reduced by 8F (On hit +2)
    Far HK – “From 4th frame, head is projectile invincible.
    From 9th frame, upper body is projectile invincible.”
    cr. HP – Parts of arm and head are invincible against air attacks
    cr. HK – Increased midair combo count
  • Damage 90->80
    Negativa to Armada Combo – Hit stun reduced by 9F (On hit ±0)
    Gancho Chibata – Block stun reduced by 2F (On block -3)
  • Reduced push back on block and hit
    Double Arm Stinger – Midair combo counter usage changed to 2
    Perch Flop Kick – Startup 14F->10F
    ** - Invincible against air attacks until right after startup**
  • Damage 80->90
    Helicopter – Damage 20×4(80)->25×4(100)
    - 4th hit on midair hit causes high vertical float
  • 2nd and 3rd hit will connect against crouching opponents
    Front Stinger – Increased midair combo count
  • Damage 80->100
    Wheel Kicks – Hit box enlarged
    L. Wheel Kicks – Damage 50+50(100)->60+20(80)
    - Invincible against air attacks
    M/H Wheel Kicks – 2nd hit causes knockdown
  • Reduced frames by 2 (On block -3)
    M. Wheel Kicks – Damage 50+50(100)->60+30(90)
    H. Wheel Kicks – Damage 50+50(100)->60+40(100)
    - Projectile invincible
    Batucada – Only last hit causes push back on hit
    Special move meter gain:
    Twister Sweep: On hit 20x# of times->10x# of times
    Helicopter: Whiff 5->15
    Batucada: Whiff 5->15/On hit 5×7(35)->5×6+15(45)
    Perch Flop Kick: Whiff 5->15
    Front Stinger: Whiff 0->15
    Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30×2(60)

Good. Christie has more health than Guile now. :rofl:

Nice, I always thought it was kinda hard to go under projectiles using fs.hk. This buff will make that easier. :slight_smile:

Finally! I was tired of having this AA trade all the time.

Not sure I get this one?

This one’s weird. Because it’s a nerf on paper. But in practice this could actually turn out to be a semi-buff. -3 doesn’t mean much, she still won’t get punished on block. And reduced pushback could actually help connect stuff afterwards. I can already see myself using this move to bait people into sticking a limb out and punishing with raw Launcher.

Not sure I understand what this means…

edit: oh crap, I think it means Stinger will use more juggle points so our juggle potential is possibly nerfed. :frowning:

Looks like Christie’s AA are just getting better and better.

More damage, bigger hitbox to hit crouchers and higher vertical float? I might have to start using this move lol.

L Wheel Kicks - Yet another AA that’s invincible vs air attack. Good stuff.
M Wheel Kicks 2nd hit causes knockdown - NNNNOOOOOOOOOO!!! Why… I loved to switch cancel this move. :frowning:
H Wheel Kicks is projectile invincible - Hahaha, good good. This could come in handy.

God I hope this doesn’t mean my combos and resets are no longer possible… I loved switch canceling this move and then push opponent out of it with my partner so I can get a crumple reset.

Usual nerfs except Batucada builds more on whiff and on hit. Perch Flop Kick and Front Stinger also build a bit on whiff which is nice.

Ok… I wasn’t expecting much changes for Christie because she’s still very new and to me she was decent enough. But I’m still happy overall with the buffs she’s getting. Her AAs have improved. It will be easier to get around projectiles with fs.hk and Wheel Kicks. And she got a small health buff. That’s more than I was asking for really. On the other hand, she seems to have received a couple of nerfs that I thought are kinda random but still mostly insignificant (I hope at least).

Also, the fact that CADC no longer builds meter means Christie is now the only character in the game who can build meter on whiff this fast. Because she can still use Stinger feints + handstand stance cancels to build good meter relatively quickly so this will be interesting. :slight_smile: