Scornwell
Active Member
Not too much activity going on right now in this board, so I figured I'd make a thread outlined the scenarios and techniques I generally practice with Christie in training mode. This thread is mostly for my own recollection, but may be very useful to Christie beginners and even contain some helpful hints for more intermediate players. If you have something unique you do that I haven't mentioned, feel free to make it public.
I use ";" to denote free cancels in a combo. Ex: 2PP H 6KP = 2PP;6KP
Jakeiho Cancels (set CPU to: varies by string)
Christie's mix ame heavily benefits from her ability to enter the Jakeiho stance mid-string. Not only can it punish an opponent expecting to counter the next attack in the string, it can also dodge a jab meant to counterhit out of a string, too. Practice the strings on the CPU, then set the CPU to either attempt a hold or a jab on reaction and transition into Jakeiho.
Strings that cancel into (p+k) Jakeiho:
Air Juggles (CPU set to: N/A)
Christie has massive juggle damage potential, but like all characters is limited by the scenario. There are three moves a Christie player should know when and how to land while an opponent is in midair: 2P, 6K, and PKK. Each allows different juggle combos to work off of them, but each one requires different timing windows in the air.
Also worth practicing is the bounce window Christie gets off of ChargePP(Gatotsu) and 8PP on counterhit. A 6PPP may be guaranteed, but a juggle would be better.
Dokuja-Gagkuko Launch (CPU set to: Low punch)
Christie has a good number of launchers with varying utility, but the launch she gets from a successful 1H hold on a punch is her highest without argument. The window is so large that it warrants practice by itself, even if you hardly ever get the chance to pull this hold off in play. Practice timing a 9K; and see where you can go from there.
Gatotsu Cancel (CPU set to: N/A)
The Gatotsu cancel is a powerful tool in Christie's arsenal that allows her to continue offensive pressure, feint an opponent, and even shift her position all in one move. While a number of combo strings contain the ability to enter Jakeiho mid-string, the Gatotsu cancels are a bit different and harder to execute, as they all require tapping up or down while charging the last P of a Gatotsu string. The timing can be rough on canceling the charge, but it's necessary to get this down to possess Christie's true mixup game. Here's what I do: try imagining all of Christie's Gatotsu strings to be a measure in a song, generally around 160 BPM (like Devo's "Whip It".) On the "and" of the 3rd beat (the charge P) is when up or down should be tapped. This trick may not work for you, but either way the cancel is important to master to the point of 100% reliability.
Wakeup Punishment (CPU set to: Low Kick, Mid Kick, and then Recovery:On)
Christie wants to keep offensive pressure up nonstop, both on the screen and in her opponent's mind. When a player feels like he is being forced to play on the defense, you've already won. Help your opponent reach this state by punishing everything option they attempt while picking themselves up off the floor.
Low Kick:
Christie has a great amount of options if you can bait an opponent into a low wake up kick, but they all have strict timing. Practice 66K (which has the possibility to jump around an opponent to their back,) 8PP and it's bounce juggle opportunity, 2369P, or even 7K for intimidation.
Mid Kick:
This one's a bit more tricky, but it can be done with great results. After knocking an opponent down, practice moving away from them until the kick starts, and then 3P+K rolling under the mid kick. It's difficult to time, as you typically must backdash once, start another backdash but immediately roll forward as the kick animation starts.
Recovery:
Eventually, your opponent will realize that wake up kicks don't work against Christie and will tech roll after every knockdown. Take advantage of this by utilizing strikes and strings that reach an opponent right after the invulnerability phase of the tech roll but before an opponent has time to launch an offense. 66PP works great with this.
Backturned Options (CPU set to: high punch/mid punch/low punch/standing grab,
Counter = Always Counter)
You (and Christie) will occasionally find yourself trapped in the BT position. Christie has roughly 4 strikes that will cause her to be BT'd and at a disadvantage on block, and many opponents have strikes and techs that will force you to BT. In that split second when your opponent is approaching you to punish what they believe is an advantage on their behalf, always remember that Christie has options. All but one strike from BT crush either high or low, and going BT can actually be a viable strategy for Christie to both bait a blunder from her opponent or to mix up her deceptive offence.
Practice having an opponent go for a high jab, as many opponents will try to take advantage of the BT as fast as they can. Christie has around 4 strikes that crush highs, with varying speed and effects. Also practice beating out some strikes with her standalone P. It's risky, but it can completely disrupt an offensive attempt.
If your opponent likes to play defensively or has caught on that Christie can still maintain pressure while BT'd, practice Christie's standalone K, as it tracks and crushes low, or her tracking 4P.
Practice both offensive and defensive BT, and learn to never be surprised.
Slow Escaping/Fuzzy Guarding (CPU set to:
Action = Recorded standalone strike that stuns
or
Action = Block, Reaction = Jab
This one's a bit tricky to practice but completely worth it. Slow Escaping and Fuzzy Guarding are two advanced concepts that Christie benefits from greatly, due to her weak counters (exception: low punch) and her barely safe strikes (read: most of them.)
A Slow Escape is a technique used to recover from a stun faster than normal. This technique can be thought of as a meter that rises throughout a match based on how many inputs are detected while stunned. The best and safest method of Slow Escaping is hold down block and spin the control stick (faster than pad) to give the game as many inputs while stunned as possible.
To practice this technique with Christie, I have record Bass performing his 2h+k attack, which stuns on hit but leaves Bass at a heavy disadvantage. Normally, Bass recovers fast enough to follow up on his opponent, but with the use of Slow Escaping, the situation can be reversed, and YOU can punish Bass. It's tricky, but it's worlds better than just "mid hold and pretend you're making a comeback" while stunned.
Fuzzy Guarding is a technique in which you avoid punishment on block for a move that leaves you almost unsafe by crouch dashing forward and blocking. Christie has many strikes that leave her at this level of disadvantage, especially against faster characters like Kasumi or grapplers like Bass.
Set the computer to block on action and to jab on reaction. Intentionally use a strike that leaves you at this "semi-safe" state, such as her sidestep punch (-6.) After the CPU blocks, set the reaction to "high punch" and practice crouch dashing forward and the blocking the jab. Got it down? Now set the computer to attempt a standing throw on reaction. Notice how you dash under the throw?
When you feel confidant with this technique, you can attempt to hold the jab as opposed to blocking it, or even attempt Christie's (held) 3P, a strike suitable for punishing standing throws. (Thanks out to user Jefffcore.)
Environmental Damage Game(Set CPU to: N/A)
Christie has some great tools when it comes to environment damage. Not only does she possess your typical bevy of knock back strikes and direction change throws, Christie has the unique ability to change the direction that she will knock back an opponent in the middle of a combo or juggle with her Jakeiho stance.
Practice various combos on different weight class opponents on all the stages, and utilize one of my favorite of Christie's strikes, JAK h+k, to aim an opponent into a danger zone. Also practice ending a juggle with 6k4k when your back is to the wall, to turn the tables on a wall game opponent, like Bayman.
Stun Reset Glitches(set CPU to: n/a)
Typically, whenever a strike does damage during a stun that exceeds the stun threshold, the attack will either launch or knockdown the opponent. However, Christie has a few strikes that are exceptions to this rule. Depending on you playstyle, this can either be an advantage or a disadvantage, and therefore warrant practice by all Christie players. These are the ones that I have discovered so far:
f+kK
(charged) P from gatotsu string
I will be editing and adding to this as I decide what skills I need to brush up on. Please feel free to contribute a strategy or tech that YOU like to practice.
-Scornwell
I use ";" to denote free cancels in a combo. Ex: 2PP H 6KP = 2PP;6KP
Jakeiho Cancels (set CPU to: varies by string)
Christie's mix ame heavily benefits from her ability to enter the Jakeiho stance mid-string. Not only can it punish an opponent expecting to counter the next attack in the string, it can also dodge a jab meant to counterhit out of a string, too. Practice the strings on the CPU, then set the CPU to either attempt a hold or a jab on reaction and transition into Jakeiho.
Strings that cancel into (p+k) Jakeiho:
- pppp JAK
6pp JAK
3pp JAK
kk JAK
pkk JAK
6k JAK
3k JAK
Air Juggles (CPU set to: N/A)
Christie has massive juggle damage potential, but like all characters is limited by the scenario. There are three moves a Christie player should know when and how to land while an opponent is in midair: 2P, 6K, and PKK. Each allows different juggle combos to work off of them, but each one requires different timing windows in the air.
Also worth practicing is the bounce window Christie gets off of ChargePP(Gatotsu) and 8PP on counterhit. A 6PPP may be guaranteed, but a juggle would be better.
Dokuja-Gagkuko Launch (CPU set to: Low punch)
Christie has a good number of launchers with varying utility, but the launch she gets from a successful 1H hold on a punch is her highest without argument. The window is so large that it warrants practice by itself, even if you hardly ever get the chance to pull this hold off in play. Practice timing a 9K; and see where you can go from there.
Gatotsu Cancel (CPU set to: N/A)
The Gatotsu cancel is a powerful tool in Christie's arsenal that allows her to continue offensive pressure, feint an opponent, and even shift her position all in one move. While a number of combo strings contain the ability to enter Jakeiho mid-string, the Gatotsu cancels are a bit different and harder to execute, as they all require tapping up or down while charging the last P of a Gatotsu string. The timing can be rough on canceling the charge, but it's necessary to get this down to possess Christie's true mixup game. Here's what I do: try imagining all of Christie's Gatotsu strings to be a measure in a song, generally around 160 BPM (like Devo's "Whip It".) On the "and" of the 3rd beat (the charge P) is when up or down should be tapped. This trick may not work for you, but either way the cancel is important to master to the point of 100% reliability.
Wakeup Punishment (CPU set to: Low Kick, Mid Kick, and then Recovery:On)
Christie wants to keep offensive pressure up nonstop, both on the screen and in her opponent's mind. When a player feels like he is being forced to play on the defense, you've already won. Help your opponent reach this state by punishing everything option they attempt while picking themselves up off the floor.
Low Kick:
Christie has a great amount of options if you can bait an opponent into a low wake up kick, but they all have strict timing. Practice 66K (which has the possibility to jump around an opponent to their back,) 8PP and it's bounce juggle opportunity, 2369P, or even 7K for intimidation.
Mid Kick:
This one's a bit more tricky, but it can be done with great results. After knocking an opponent down, practice moving away from them until the kick starts, and then 3P+K rolling under the mid kick. It's difficult to time, as you typically must backdash once, start another backdash but immediately roll forward as the kick animation starts.
Recovery:
Eventually, your opponent will realize that wake up kicks don't work against Christie and will tech roll after every knockdown. Take advantage of this by utilizing strikes and strings that reach an opponent right after the invulnerability phase of the tech roll but before an opponent has time to launch an offense. 66PP works great with this.
Backturned Options (CPU set to: high punch/mid punch/low punch/standing grab,
Counter = Always Counter)
You (and Christie) will occasionally find yourself trapped in the BT position. Christie has roughly 4 strikes that will cause her to be BT'd and at a disadvantage on block, and many opponents have strikes and techs that will force you to BT. In that split second when your opponent is approaching you to punish what they believe is an advantage on their behalf, always remember that Christie has options. All but one strike from BT crush either high or low, and going BT can actually be a viable strategy for Christie to both bait a blunder from her opponent or to mix up her deceptive offence.
Practice having an opponent go for a high jab, as many opponents will try to take advantage of the BT as fast as they can. Christie has around 4 strikes that crush highs, with varying speed and effects. Also practice beating out some strikes with her standalone P. It's risky, but it can completely disrupt an offensive attempt.
If your opponent likes to play defensively or has caught on that Christie can still maintain pressure while BT'd, practice Christie's standalone K, as it tracks and crushes low, or her tracking 4P.
Practice both offensive and defensive BT, and learn to never be surprised.
Slow Escaping/Fuzzy Guarding (CPU set to:
Action = Recorded standalone strike that stuns
or
Action = Block, Reaction = Jab
This one's a bit tricky to practice but completely worth it. Slow Escaping and Fuzzy Guarding are two advanced concepts that Christie benefits from greatly, due to her weak counters (exception: low punch) and her barely safe strikes (read: most of them.)
A Slow Escape is a technique used to recover from a stun faster than normal. This technique can be thought of as a meter that rises throughout a match based on how many inputs are detected while stunned. The best and safest method of Slow Escaping is hold down block and spin the control stick (faster than pad) to give the game as many inputs while stunned as possible.
To practice this technique with Christie, I have record Bass performing his 2h+k attack, which stuns on hit but leaves Bass at a heavy disadvantage. Normally, Bass recovers fast enough to follow up on his opponent, but with the use of Slow Escaping, the situation can be reversed, and YOU can punish Bass. It's tricky, but it's worlds better than just "mid hold and pretend you're making a comeback" while stunned.
Fuzzy Guarding is a technique in which you avoid punishment on block for a move that leaves you almost unsafe by crouch dashing forward and blocking. Christie has many strikes that leave her at this level of disadvantage, especially against faster characters like Kasumi or grapplers like Bass.
Set the computer to block on action and to jab on reaction. Intentionally use a strike that leaves you at this "semi-safe" state, such as her sidestep punch (-6.) After the CPU blocks, set the reaction to "high punch" and practice crouch dashing forward and the blocking the jab. Got it down? Now set the computer to attempt a standing throw on reaction. Notice how you dash under the throw?
When you feel confidant with this technique, you can attempt to hold the jab as opposed to blocking it, or even attempt Christie's (held) 3P, a strike suitable for punishing standing throws. (Thanks out to user Jefffcore.)
Environmental Damage Game(Set CPU to: N/A)
Christie has some great tools when it comes to environment damage. Not only does she possess your typical bevy of knock back strikes and direction change throws, Christie has the unique ability to change the direction that she will knock back an opponent in the middle of a combo or juggle with her Jakeiho stance.
Practice various combos on different weight class opponents on all the stages, and utilize one of my favorite of Christie's strikes, JAK h+k, to aim an opponent into a danger zone. Also practice ending a juggle with 6k4k when your back is to the wall, to turn the tables on a wall game opponent, like Bayman.
Stun Reset Glitches(set CPU to: n/a)
Typically, whenever a strike does damage during a stun that exceeds the stun threshold, the attack will either launch or knockdown the opponent. However, Christie has a few strikes that are exceptions to this rule. Depending on you playstyle, this can either be an advantage or a disadvantage, and therefore warrant practice by all Christie players. These are the ones that I have discovered so far:
f+kK
(charged) P from gatotsu string
I will be editing and adding to this as I decide what skills I need to brush up on. Please feel free to contribute a strategy or tech that YOU like to practice.
-Scornwell