Lei
Member
Anyone who has played me as I have decided to main christie has seen my progress. I hope I am getting to where I want to be.
Here is explaining the Vortex that Christie has.These are forced techs and are part of many of my parts of lab work findings I have found over my course of playing christie for the last 3 weeks or so.
First lets cover that these do not work on heavy weights. Only mid weights and light weights. Light weights require a delay in the juggle to guarantee the force tech, mid weights do not.
We will now cover the setups and explanations to options the setups generally will be provided after as well as how to manage the post setup mixup options.
Forced Tech Guaranteed Setups(Red marks the guarantee force tech juggles):
These are only a few optimal setups to keep the "Vortex" going that I can remember off the top of my head I will update these later if I need to but I think you get the general idea. These only work off near immediate launches, so your gameplan should be to launch ASAP rather than carry stun. Which is much more solid imo anyway but that's beside the point. Lets look at the 2 major force tech situations and options post force tech.
The 2 major force tech normals are
JAK:2K = +14 Force tech
6K4K = +3 BT Force tech(Leaves you at BT)
As you can see we have enough frame data to set up quite a mixup post force tech.
Post Jak:2K Options:
~+14 Force tech~
The Major thing we want to establish is a solid consistent mixup not something with no basis as to why it's done and what is pointless and what isn't done so the main options we have at this point(post force tech) are as follows:
(Midscreen)
(Wall)
Post 6K4K options:
~+3, BT~
(Midscreen)
(Wall)
In summary, Don't extend stuns go straight into launch. Keep launches small to recycle vortex and keep them in your mixup.
Here is explaining the Vortex that Christie has.These are forced techs and are part of many of my parts of lab work findings I have found over my course of playing christie for the last 3 weeks or so.
First lets cover that these do not work on heavy weights. Only mid weights and light weights. Light weights require a delay in the juggle to guarantee the force tech, mid weights do not.
We will now cover the setups and explanations to options the setups generally will be provided after as well as how to manage the post setup mixup options.
Forced Tech Guaranteed Setups(Red marks the guarantee force tech juggles):
H+K, (6P,5P), 8K/9K, 5PKK Jak:2K
6K, 5P/6P; 8K/9K/[3]P, 5PKK Jak:2K
Jak:2K6K; 8K/9K/[3]P, 5PKK Jak:2K
Jak:6P; 8K/9K/[3]P, 5PKK Jak:2K
P+K; 8K/9K/[3]P,5PKK Jak:2K
5KK; Jak:5P, 5PKK Jak:2K
33P; 5PKK Jak:2K
4P+K(Blocked); 6P,8K/9K/[3]P, 5PKK Jak:2K
1H[No C/CH](Ceiling); 66 214p, 8K, 5PP2PP, 6K4K
These are only a few optimal setups to keep the "Vortex" going that I can remember off the top of my head I will update these later if I need to but I think you get the general idea. These only work off near immediate launches, so your gameplan should be to launch ASAP rather than carry stun. Which is much more solid imo anyway but that's beside the point. Lets look at the 2 major force tech situations and options post force tech.
The 2 major force tech normals are
JAK:2K = +14 Force tech
6K4K = +3 BT Force tech(Leaves you at BT)
As you can see we have enough frame data to set up quite a mixup post force tech.
Post Jak:2K Options:
~+14 Force tech~
The Major thing we want to establish is a solid consistent mixup not something with no basis as to why it's done and what is pointless and what isn't done so the main options we have at this point(post force tech) are as follows:
(Midscreen)
- 66~H+K - i14, Tracks, Mid, Good stun that leads back into same situation. The dash is to input a gap to frame trap as well as cover the bit of distance the force tech causes. Mixup with 4P+H.
- 4P+H - i10, Throw, Causes opponent BT, Leaves you at +4. This throw is far from as useless as people think. The +4 and Opponent in BT creates a a decent amount of damage potential. If opponent tries to block back throw is free. Anything else H+K catches and puts them back in the force tech situation.
- 66P+H - i7, Throw. Use for the damage when on the verge of a win. Just in case it leaves you at a good range to punish opposing wakeup options.
- 4PP - Deeper mixup tool, The initial 4P whiffs as fake intentially, mixup with 4P2K. If they crouch to block the 2K on reaction to the whiff then the P follow up (4PP) will cause a stun on them crouching.
- 4P2K - Deeper mixup tool, The initial 4P whiffs as fake intentially, mixup with 4PP. Leads to good sweep leaving you with at least +10 if they shake that fast if not 6P links.
(Wall)
- 66~6KP/6KK - i13, Wall Splat. Confirm the 6K into follow up.
- 66P+H - i7, Wall KD. Takes away their wakeup kicks to enable another mixup from wall and does really good damage.
- 4P+K, i30, GB, +15 on block. REALLY good tool to open people up. It's a mid +15, GB. Use when you have established them to not press buttons but haven't established if they will avoid the throw. Fuzzy guard good as well will break if they stand block and if they go crouching will wallsplat. Good option post 66P+H as well.
- 46P - i20, Wall Splat, High.-7 on block so relatively safe just a option to have another one. Not bad but it's a high so random low hold or low block will cause to whiff. Stick to 6K but keep this in mind.
Post 6K4K options:
~+3, BT~
(Midscreen)
- 2K - Sweep +10 on fastest shake anything other than immediate fastest shake gives you a 6P to share stun into a 9K/8K launch back into the same mixup.
- 4P - Mid poke, i14, Stun on crouch block/CH
- [H]~H+K - Free cancel to H+K still retains the +3 so traps for i11 buttons.
(Wall)
- 2K - Same as above
- [H]~6KK/6KP - Confirm 6K, i13 mid kick, wallsplat string enders.
- [H]~66P+H - Wallsplat, really good options mix it up with 6K.
In summary, Don't extend stuns go straight into launch. Keep launches small to recycle vortex and keep them in your mixup.