Goro Hazuki
Active Member
The Christie Combo Thread
======================== NOTATIONS =======================
Icon - Designation - Short Notation
- Punch - P
- Kick - K
- Free - F
- Hold - H
- Combination of Multiple Buttons - +
Press that Direction Once - Short Notation - Hold that Direction
- 7 8 9 -
- 4 5 6 -
- 1 2 3 -
(Notations copied from Kupo)
Suggested Combo Section Structure:
1- Combos from stand (regular situations)
2- Combos from counter
3- CB combos
4- Wall Combos
5- Sit-down guaranteed combos
6- Heavy opponent combos
7- Slippery surface combos
8- Combos after throw
The following combos are credited to Einzelkind
1. Neutral Hit Launchers
1.1 -Launcher (high kick) [low crush]
1)
~JAH ; l,m (59)
, ; l,m (55 )
; h (55)
2)
~JAH ; l (82) [ ~JAH as the juggle finisher does 8 points less damage]
, ; l,m/both cl only (80) [ works on cl and op and does 2 points less damage]
, ~JAH ; m (79)
~JAH ; h/cl (74)
; h (69)
, ; h (68)
3)
~JAH ; l,m (97)
, ; l, m cl only (96)
~JAH ; l,m (93)
~JAH ; h (89)
, ; h (82)
1.2 (mid kick) [forward roll crushes highs and some mids] The distance between Christie and her opponent also influences the launch height
1)
~JAH ; l,m (63)
~JAH ; m(69) [either I'm stupid or you get a better juggle on mid weights]
; h (59)
2)
~JAH ; l,m(87)
, ; l,m(85) [ for 2 points less damage]
~JAH ;h(79)
, ; h(73)
3)
, ~JAH ; l (108)
, ~JAH ; l,m(104)
~JAH ; h (103)
, ; l,m (102)
1.3 (high punch) [high crush]
1)
~JAH ; l,m (55)
; h (51)
2)
~JAH ; l,m(77)
~JAH ; h (69)
3)
, ~JAH ; l (92)
~JAH ; l,m,h(91) [strict timing on heavy weights]
1.4 ~JAH (high punch) [high crush]
same as 1.3
1.5. BT (mid kick) [high crush, some mids]
same as 1.3
1.6 Special case (mid punch) These are the juggles for the first hit. If only the second one hits you get a ground bounce (as far as I know you can use the juggles for for it)
1) follow up with the second
2)
; l,m (72) [strict]
; l,m (60)
3)
~JAH ; l,m(92) [strict]
; l,m (86)
, ; l,m(85)
Didn't to the CH ones yet, but here's a list of them.
2. Counter Hit Launchers
2.1 (high kick) leaves Christe backturned
2.2 hold (mid punch) [high crush, teilweise auch mids]
2.3 (mid kick)
2.4 ~JAH (mid punch) [high crush]
2.5 BT (mid punch) [high crush]
2.6 BT (mid kick)
2.7. (low punch, mid kick) [high crush]
3. Special Cases
3.1 (mid punch) ground bounce on backturned opponents
3.2 (mid k, high k, mid k) third hit gives a ground bounce
3.3 charge (mid punch) attack throw thingy
No Timing Power Launcher Combos
For information about the format of these combos go here
Unless specified otherwise, assume the next input after a stance transition is in that stance.
No Wall:
Alpha/Light: :[[p+k]]:, , (115)
Middle: :[[p+k]]:, , (112)
Heavy: :[[p+k]]:, , (107)
^These may whiff on certain characters, and just don't work on others. It seems stance related, but I was unable to confirm exactly what the issue was. The only reason that they are here is because they do more damage than the others below.
More consistent juggles:
Alpha: () , , , (111)
Light/Med: () , , (108)
Heavy: () , , (105)
Wall: Required for
Alpha: () , , , (107)
Light/Middle: () , , (104)
Heavy: () , , (95)
======================== NOTATIONS =======================
Icon - Designation - Short Notation
- Punch - P
- Kick - K
- Free - F
- Hold - H
- Combination of Multiple Buttons - +
Press that Direction Once - Short Notation - Hold that Direction
- 7 8 9 -
- 4 5 6 -
- 1 2 3 -
(Notations copied from Kupo)
Suggested Combo Section Structure:
1- Combos from stand (regular situations)
2- Combos from counter
3- CB combos
4- Wall Combos
5- Sit-down guaranteed combos
6- Heavy opponent combos
7- Slippery surface combos
8- Combos after throw
The following combos are credited to Einzelkind
1. Neutral Hit Launchers
1.1 -Launcher (high kick) [low crush]
1)
~JAH ; l,m (59)
, ; l,m (55 )
; h (55)
2)
~JAH ; l (82) [ ~JAH as the juggle finisher does 8 points less damage]
, ; l,m/both cl only (80) [ works on cl and op and does 2 points less damage]
, ~JAH ; m (79)
~JAH ; h/cl (74)
; h (69)
, ; h (68)
3)
~JAH ; l,m (97)
, ; l, m cl only (96)
~JAH ; l,m (93)
~JAH ; h (89)
, ; h (82)
1.2 (mid kick) [forward roll crushes highs and some mids] The distance between Christie and her opponent also influences the launch height
1)
~JAH ; l,m (63)
~JAH ; m(69) [either I'm stupid or you get a better juggle on mid weights]
; h (59)
2)
~JAH ; l,m(87)
, ; l,m(85) [ for 2 points less damage]
~JAH ;h(79)
, ; h(73)
3)
, ~JAH ; l (108)
, ~JAH ; l,m(104)
~JAH ; h (103)
, ; l,m (102)
1.3 (high punch) [high crush]
1)
~JAH ; l,m (55)
; h (51)
2)
~JAH ; l,m(77)
~JAH ; h (69)
3)
, ~JAH ; l (92)
~JAH ; l,m,h(91) [strict timing on heavy weights]
1.4 ~JAH (high punch) [high crush]
same as 1.3
1.5. BT (mid kick) [high crush, some mids]
same as 1.3
1.6 Special case (mid punch) These are the juggles for the first hit. If only the second one hits you get a ground bounce (as far as I know you can use the juggles for for it)
1) follow up with the second
2)
; l,m (72) [strict]
; l,m (60)
3)
~JAH ; l,m(92) [strict]
; l,m (86)
, ; l,m(85)
Didn't to the CH ones yet, but here's a list of them.
2. Counter Hit Launchers
2.1 (high kick) leaves Christe backturned
2.2 hold (mid punch) [high crush, teilweise auch mids]
2.3 (mid kick)
2.4 ~JAH (mid punch) [high crush]
2.5 BT (mid punch) [high crush]
2.6 BT (mid kick)
2.7. (low punch, mid kick) [high crush]
3. Special Cases
3.1 (mid punch) ground bounce on backturned opponents
3.2 (mid k, high k, mid k) third hit gives a ground bounce
3.3 charge (mid punch) attack throw thingy
No Timing Power Launcher Combos
For information about the format of these combos go here
Unless specified otherwise, assume the next input after a stance transition is in that stance.
No Wall:
Alpha/Light: :[[p+k]]:, , (115)
Middle: :[[p+k]]:, , (112)
Heavy: :[[p+k]]:, , (107)
^These may whiff on certain characters, and just don't work on others. It seems stance related, but I was unable to confirm exactly what the issue was. The only reason that they are here is because they do more damage than the others below.
More consistent juggles:
Alpha: () , , , (111)
Light/Med: () , , (108)
Heavy: () , , (105)
Wall: Required for
Alpha: () , , , (107)
Light/Middle: () , , (104)
Heavy: () , , (95)
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