DOA5LR Christie as of Version 1.04A

Awesmic

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Thread title edited to match the most current version to date. Ironically, Christie has been unchanged.

As of the latest version of DOA5U to date, Christie is still the same character who excels in two things, sidestep evasion and CQC. What she has on terms of uniqueness is a special sidestepping stance called Jakheiho (JAK), which can be used standalone or during specific strings. She is one of the few characters with a 9-frame jab, which is the fastest in the game. But she isn't without her weak points. Christie arguably has the weakest holds (and to an extent, some of the weakest throws) in the game. But given the tools and options she has, this is a mere afterthought.

Jakheiho Stance (JAK)

Christie's JAK stance allows her to mixup her offense in a number of ways, and is executed by inputting :2::P+K: (or :8::P+K:). The strings that can be canceled from this stance are:

:P::K::K::2::P+K:,

:K::K::2::P+K:,

:P::P::P::P::2::P+K:,

:3::P::P::[P]::2: (quickly tap while charging the third punch)

:6::6::P::P::[P]: (quickly tap while charging the third punch)

:P::P::4::P::P::[P]::2: (quickly tap while charging the fifth punch)

:4::P::P::[P]::2: (quickly tap while charging the third punch)
(While back is turned) :2::P::P::P::[P]::2: (quickly tap while charging the fourth punch)

In addition to these, there are also two "secret" JAK strings that are not listed in the game's movelist:

:6::K::2::P+K: (derived from her :6::K::P: string, which is -12 on block and punishable. With this string cancel, you'll find it easier to maintain pressure as opposed to stopping at :6::K:)

:3::K::2::P+K: (derived from her :3::K::P: string, which is -10 on block and punishable. What sets this apart from the other "secret" JAK string is that the first kick tracks the opponent.)

Christie has access to specific attacks while in JAK stance:

(during JAK) :P::P: (first punch launches on counter hit, good for frame traps. -12 on block for the first punch, -10 on the second. Delayable string.)

(during JAK) :6::P::P: (good for extending stuns, the first punch can also be used as a juggle ender to keep opponents away at the correct height. -13 on block for the first punch, -11 on block for the second. Delayable string.)

(during JAK) :P+K: (a high punch launcher that looks like :3::3::P: on normal stance, but launches even on normal hit. -12 on block.)

(during JAK) :6::P+K: (knocks opponent away on hit, can also be used as a juggle ender at the correct height. However, unlike the JAK :6::P: juggle ender, it registers as a wall hit, which is good for breaking obstructions to extend stuns. -5 on block.)

(during JAK) :K: (a handstanding mule kick that should be used sparingly. It's easy to punish on block at -11, and should only be used if you see the opponent in open stance and know the opponent will likely not punish it. If it lands on counter hit and the opponent is in open stance, you're rewarded with a limbo stun, which can be followed with :2::K: for an easy sit-down stun)

(during JAK) :2::K::K: (in previous versions of DOA5U, the opponent couldn't risk being hit or blocking the second hit of this sweep combo, as it put you in a drunken unholdable stun on hit, or gave Christie frame advantage of +4 on block. In the current version, the second kick is now -3 on block. Most opponents will likely duck under the second kick. Delayable string.)

(during JAK) :H+K: (a high roundhouse kick that knocks the opponent far on hit. Also possible to use as a juggle ender. -10 on block.)

(during JAK) :2::K::6::K: (this sweep combo goes into the mule kick from earlier, and the same rules apply to the standalone k from JAK stance. -10 on block. Delayable string.)

(during JAK) :2_::K::K: (a double sweep combo. -12 on block. Delayable string.)


Finally, Christie has movement expansions even from JAK stance, including a secondary rolling stance that can also be used standalone by pressing :3::P+K::

(during JAK):2::P+K: (double JAK stance)

(during JAK) :4::P: ( backstep, then high punch that bounds the opponent on hit, +4 on block.)

(during JAK) :4::K: (backstep, then goes into sliding low kick, knocks opponent opposite to your position on hit, -17 on block.)

(during JAK) :4::H+P: (backstep, then goes to rolling throw)

(during JAK) :4::3: (backstep, then into secondary rolling stance)

(during rolling stance) :P::P: (first hit is a stun extender, second hit crumple stuns, -11 on block for the first punch, -10 on block for the second. Delayable string.)

(during rolling stance) :K: (a good launcher that's also hold resistant. Perfect for open spaces, but not recommended near walls. -9 on block.)

(during rolling stance) :H+P: (in previous versions of the game, this low throw had a large amount of frame advantage if it landed, but little options to follow up from due to how far it pushed the opponent away. Furthermore, it registered as a wall hit, making it pointless to use. But now in this current version, it no longer hits the wall! You now have guaranteed followups from this amazing throw with an advantage of +21, which guarantees :6::P:,:6::K:, :H+K:,and :4::K:, just to name a few.)

While learning how to utilize the JAK stance can be fun, it's best to use in moderation, especially against opponents that know how to stop the stance on reaction with tracking moves (or even throws) of their own. Pay special close attention to knowledgeable Ayane players, as they have a lot of tracking moves that can narrow down your JAK mixup strategy, forcing you to play a more straightforward offensive game.


Safe Moves and Semi-Safe Moves

(NOTE: Some moves are only safe vs. non-grappler classes - or those with faster initial frame throws than standard).

:P: - The 9-frame jab. Very small stun, leaves you at -3 on block. Not substantial enough for any kind of throw punishment, and naturally, it's relatively easy to mixup from there. Furthermore, it doesn't reset the stun threshold like in DOA Dimensions.

:9::P: - A series first for Christie, this move is one you would think is very unsafe due to the nature of how unsafe it "looks". In actuality though, it has neutral advantage (or a frame advantage of 0), and even more baffling, the results are the same on hit AND on block. This is not only great for resets, but it also extends the stun threshold as well.

:3::P::P::P: - the third punch being a natural combo that can't be interrupted up close on hit or on block, this delayable string is -5 on block, which is relatively safe vs. non-grappler classes. You could buffer another high or low crush against them, but be careful when facing grapplers like Bass, Tina, Leon, Bayman, or Lisa.

:4::P+K:, :3::P+K: - relatively the same guard break, leaving you at +10. However a fully charged :4::P+K: is +15 on block, guaranteeing only :6::P:, an 11-frame mid punch.

:236::P: - a jumping guard break that evades lows and is +7 on block. Knocks opponent away on hit.

(from JAK) :4::P: - a long-winding guard break that is +4 on block. Knocks opponent away on hit.

(from JAK):4::4::P: - backsteps, then a high punch guard break that is also +4 on block. Bounds the opponent when hit.

(from JAK):6::P+K: - semi-safe vs. non-grapplers at -5, knocks away opponent on hit.


While not as easy as she was in Vanilla DOA5 to open up an opponent's defense having the ability to guard break at +15 without charging her most basic guard break, Christie is still an offensive beast up close and personal, even without them. Some basic ways to get in are to use tick throws (jab, then throw), mixing quick mids and lows that are hard to punish, and stun launch. Results may vary if you know your opponent well.

Aside from the typical stun game, you have two unholdable options. One is a faint stun, the other is a sit down stun. On paper, the former option is easier to land than the latter, as using :P+K: during critical stun becomes a faint stun, which the opponent cannot hold nor stagger escape from. From the faint stun, you are guaranteed :4::K:, which is the only launcher with enough reach to connect. Be careful using this against the wall, as :P+K: registers as a wall hit instead.

The former unholdable stun option, :214::P:, has a slow startup, is unsafe on block at -7, and can also be sidestepped. It's great for whiff punishing wakeup kicks and other specific ranged attacks and strings when timed well, but only rewarding against those who can't stagger escape well. Remember, if you use this at stun threshold, it registers as a critical finish and knocks the opponent down.

Near the wall, there are two main options you have that are rewarding: :6::6::H+P: and :3::H+P:. The former is a very high damaging wall throw which disables the ability to use wakeup kicks, resetting the advantage to neutral. From here, you have lots of options to continue your assault:

1) If the opponent chooses to sidestep, you can use :H+K:, :3_::P:,:3::K:, or throw.
2) If the opponent chooses to stay in place, you can use the two linear guard breaks as the opponent wakes up, :6::K:, :6::P:,:9::P:,:2::H+K:, or if you're feeling lucky, pull out another :6::6::H+P:.

The latter wall throw option, :3::H+P:, as I mentioned previously, gives a whopping +21 frame advantage, so take what I said there into consideration.
 
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AkaShocka

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After the :P::+::K: faint stun, I believe :h::+::K::K: is also guaranteed. (Last time I tested this was I think last week.)
 

ULTIMa Ivanov

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Christie can enter her JAK stance from two more strings:
3PP2/8P+K
66PPP_2/8

Edit: Also from 6PP2/8P+K

No im sure it can do it anywhere. You can follow up with 6k jak 6p+k.
You can also follow with KK(JAK)PP but it's not wall-friendly.

Also PP2PP connects after the faint stun but it depends how close you are to the opponent/level of stun (the second punch is holdable though).
e.g.
F+K, 9P, P+K, PP2PP, (6K4K)
F+K, 6P, P+K, PP2PP, (PKKK)
F+K, 4K, P+K, PP2PP, ...
 
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Awesmic

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Christie can enter her JAK stance from two more strings:
3PP2/8P+K
66PP_2/8
I had already listed the first one, but updated the second one.


You can also follow with KK(JAK)PP but it's not wall-friendly.

Also PP2PP connects after the faint stun but it depends how close you are to the opponent/level of stun (the second punch is holdable though).
e.g.
F+K, 9P, P+K, PP2PP, (6K4K)
F+K, 6P, P+K, PP2PP, (PKKK)
F+K, 4K, P+K, PP2PP, ...
I'll update this as well as what @AkaShocka posted earlier.

Are these weight specific?
 

ULTIMa Ivanov

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I had already listed the first one, but updated the second one.

Are these weight specific?
I can only read 3PPP_2/8 which is different from 3PP2/8P+K. She can enter JAK straight after 3PP by pressing 2/8P+K, without charging and canceling the third punch.

The juggles in brackets are weight specific. They are just examples.
 
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Goarmagon

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Good work thus far Awesmic. Let me try and contribute something here.

Fun with the Zenten-Shin (:3::P+K:)

This move is by far on of my favorite in Christie's toolbox. Her combat roll more or less plays on people's knowledge that Christie is all(most) mid punches with no grabs and allows her to do some pretty sadistic 50/50 mixups if used responsibly.

:3::P+K::H+P: I Like to use this when I get my victims in deep stun and they start to mash the mid punch hold button. The followup hit is almost always guaranteed which means you can go for a:4::6::P:, :6::6::K: or a :2::3::6::P:. In version 1.05 however this move got a serious buff. In previous versions this move near a wall resulted in a wall hit but in 1.05 this move results in the same sit down stun that it does midscreen which means you can launch your victim into the stratosphere with a :8::K: then follow with the appropriate combo depending on the weight of the character.

If or when your victim figures out that :3::P+K::H+P: can be whiffed by mashing a low hold. If you wait for the inevitable you can appropriately respond with a Senkyu-Tai (:3::P+K::K:) which will more times than not get them really high for a nice juggle combo.

You also want to be able to use :3::P+K::P::P: alongside the Senkyu-Tai as well to avoid becoming prone to being held. This move is particularly useful to know because the second :P: is delayable and also does massive stun. You can elect to free cancel it altogether and try and go for a Hi-Counter :624::H+P: hold punish throw, which does 87 damage which should not be slept on considering this throw, on Hi-Counter in my opinion is second only to :6::6::H+P: near a wall.

And of course if you want to get in your victim's head you can do a :4::P+K: from the Zenten-Shin against a scared, blocking opponent to avoid abusing the throw but use caution to avoid being held.

Keep in mind that a low hold or any high or mid strings being mashed out will beat :3::P+K::H+P:, I learned this the hard way. If some how your victim slow escapes your stun while you are in the Zenten-Shin and start mashing random shit then please feel free to score a Hi-Counter Senkyu-Tai and make them obedient again.

Putting it all together


You want to be able to nail the right mixup on reaction, Say no to pseudo-psychic bullshit. What I like to do in training mode is to set the "COM ACTION" to "standing guard" Set "COM REACTION" to "strike"(whatever type of hit you eat too much of offline, in my case that would be a "mid kick") "COM OPTIONS" would read "RECOVERY>ON", " THROW ESCAPE>OFF", "STAGGER ESCAPE>FASTEST", "CRITICAL HOLD>RANDOM" and "CRITICAL HOLD TYPE>RANDOM"(Say it with me ladies and gentlemen: REACTION not PREDICTION) From there I would practice my Gatotsu strings and practice the proper reaction and mixup base on the random CPU action. After a few months of doing this I notice I was losing a little less online and offline I am not able to go toe to toe with a guy who was beating me something like 80-15. I am still not on Awesmic or Queen Jakheiho's level but I have seen many gains in my Christie play.

Hope this helps the new blood as well as a few of you vets here. :)
 
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