"You're not even worthy of being my toy!" The Christie Video Thread

qoodname

Active Member
You can get guaranteed attacks of off most sit-down stuns, but not a CB. For instance, after Christie's 214P, you're only guaranteed a 15-frame attack. Almost every CB in the game is 19 or 20 frames. Now, if the opponent doesn't know how to slow escape, you can go to town. But to me, that's not reliable.
Does this mean its not possible to get CBs from sit-down stuns in general or are there characters that have some set ups that lead to guaranteed CBs?
 

Raansu

Well-Known Member
Does this mean its not possible to get CBs from sit-down stuns in general or are there characters that have some set ups that lead to guaranteed CBs?

He's saying its not viable because most good players will slow escape out of the sit down stun and block the CB. You can still do it, it's just not guaranteed anymore.
 

Doug Nguyen

Well-Known Member
Kinda random but since this thread quoted it. Does Christie have a new voice actor? I really like her first intro and ender from her first trailer, i liker her second intro but not so much her second ending.
 

phoenix1985gr

Active Member
Even if you don't get a guaranteed launch, stunning with 6P is better than having the opponent counter the 6P. Plus, Christie is complete rush down now, all you need is one hit to start going to town on someone. Actually, you don't even need that with all the guard breaks she has.

As far as the grapplers go, Christie's 214P is -7. You can punish with a neutral 5-frame throw, but that's breakable. The next step up for non-grapplers is a 7-frame throw, but the way DOA5 works, that won't punish Christie at -7. She can attack or fuzzy guard to avoid the throw. So it's safe against any character that doesn't have a command throw faster than 7-frames, which is everyone but the grapplers.

The grappler's throws are 1 frame faster so their fastest command grab is 6-frames, meaning it can punish Christie when she's at -7. Going by the frames, punishment and guaranteed attacks are a little hard to understand at first (especially coming from other fighting games), but once you're used to it, it's second nature.


What's fuzzy guard? How does it work in this game?

I may say something completely stupid now please bare with me... So lets just say that i (chistie) do 214P on a non grappler and he blocked it if he goes for a throw with 7 frames and i go for a jab (9 frames) why will it beat the throw? I undersand that fuzzy guard is something like blocking and jumping at the same time (i think thats what they said about sc) so i understand how it would beat the throw but if christie tries to attack shes 9frames slower so i dont get why the attack stil beats the throw
 

DrDogg

Well-Known Member
What's fuzzy guard? How does it work in this game?

I may say something completely stupid now please bare with me... So lets just say that i (chistie) do 214P on a non grappler and he blocked it if he goes for a throw with 7 frames and i go for a jab (9 frames) why will it beat the throw? I undersand that fuzzy guard is something like blocking and jumping at the same time (i think thats what they said about sc) so i understand how it would beat the throw but if christie tries to attack shes 9frames slower so i dont get why the attack stil beats the throw

Strikes ALWAYS beat normal throws so long as the strike begins before the throw connects. So while you're at -7, as long as you press punch before the opponent's throw hits you, it will go right through it and connect as a hi counter punch.

You should pick up the strategy guide. The first few chapters cover all of the unique things in DOA like this.
 

Scornwell

Active Member
You should pick up the strategy guide. The first few chapters cover all of the unique things in DOA like this.
Says the guy who write the strategy guide (snickers.) Aside from, Dr.Dogg has a point. If you don't know all the basics, start from the strat guide(which is solid, btw)...
 

Force_of_Nature

Well-Known Member
Standard Donor
A couple Christie matches from my scene this week.



Note that the player is still in the process of learning Christie to put things in perspective.
 

Goarmagon

Well-Known Member
Standard Donor
I posted a comment on the video but I will post my thoughts here. He's coming good along but he should work on delaying or jak cancelling that :3::P::P::P:. In stun he should work on his :3::P+K: shenanigans as well as getting that:3_::P: to come out as well. Of course he should work on his string delay and throw punishment game as well. A good Christie should have a sort of odd meter rhythm and flow to how she moves and attacks, she should not be double time all the time. I fall into this trap myself because I am hasty but with time and work it can be resolved. I hope that gave you some insight for your friend.
 

Force_of_Nature

Well-Known Member
Standard Donor
Thanks for the response! He hasn't gotten to "JAK-cancelling" yet lol. That would be the next step. He's mostly working on poking, mix-ups, light juggles and evasive JAK usage. I'm trying to get used to all the JAK-transitions Christie has myself. He actually used to use :3::P::+::K: regularly but another player told him to reduce its usage. I'll tell him to try and inplement in stun more since it does set up a solid Mid-Throw mix-up. The :3::P::P::[P]::2: transitions take some getting used to but :3::P::P::P: or :3::P::P::[[P]]: aren't exactly terrible if they get blocked. And of course are great when they hit, though mix-ups are always good! Thanks again for the tips.
 

Force_of_Nature

Well-Known Member
Standard Donor
Okay its my turn to show my flaws


Just caught this. Overall I'd say your Christie's quite solid. Mostly what I saw from these matches was generally just being outplayed by your opponent along with some MU related things as opposed to playing "poorly". Some suggestions would be to be careful attacking after 66K gets blocked since you're left BT'ed at negative frames (unless your opponent always tries to punish with a high, then you can attempt a crush). JAK~2K1K is also one of Christie's more unsafe moves so it may be advisable to just poke with the first hit of the string. If you have your opponent on the defensive, feel free to pressure with 4T (though use the usual 5P, 6P or 2P pokes isn't bad either since they all have string follow-ups).

As for Akira, I would recommend trying to zone him out a bit since his offense is very dangerous in close along with his strong parries. He is also very linear, because apparently a large aspect of Bajiquan is linearity :p, so you can JAK against him more freely instead of just playing a linear striking game. I also would recommend BT P+K as a follow-up after a wall splat because I think it connects more consistently than BT H+K. Good stuff!
 

Goarmagon

Well-Known Member
Standard Donor
Some matches I had this week.


Can't seem to get the right feel with Christie yet...
Well it seems like you were hesitant to tick throw when they were petrified and just held the block button. Free damage is free damage. Also with your movement skills in DOA you should be landing more of those 214P's in respond to those pesky WU kicks. I try to land 5 of those each match but I'm sure you could land more of them.
 

Awesmic

Well-Known Member
Standard Donor
Some matches I had this week.


Can't seem to get the right feel with Christie yet...
I'm not claiming to be an expert, so take my advice with a grain of salt. But there's some things about the second and third match I felt you should know about.

Around the 2:00 - 2:05 mark you could've opened the opponent up with 66t. But it looks like you caught on to that later. Also, you could've got away with using h+k after the wall throw (or even better, crouching 3p launcher on counter hit), seeing as the opponent was trying to sidestep afterward, thus opening up the defense or getting a free launch. Alternatively to 214p, 8k is another way to deal with wakeup kicks, provided you know the timing to receive damage priority.

On an unrelated note, JAK 6p now wall splats when close to the wall. Unlike JAK 6p+k, this move comes out quick enough to land on heavyweight classes, but the only downside is that you can't wall splat at a distance like the former.
 
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