This is a list I written in a notepad some time ago. I was doing a Christie guide of some sort, but kinda dropped the project after seeing somebody more experienced did a better job. And I'm
really glad about that, lol. Anyway, I had a "top 10 moves list" in there so why no share it. Have in mind it could be outdated. I haven't played much lately and I don't know if there were new techs found out for Christie recently.
"Top 10 moves - by FakeSypha (yeah, opinions ahead)"
JAK (Jakeiho stance) - super evasive stance - 'sidestep? pff, get on my level bitch'. This stance is highly evasive. It will evade all non-tracking moves, all tracking higs, and some tracking mids. Christie has plenty of options from here, but the ones I'd like to remark are: JAK 2K2K (double sweep), JAK 2K6K (sweep and midK), JAK P (launcher on CH), JAK 44K (running sweep. I like to use this on foe's wake up. It's rather situational and requires timing but it adds to the oki game)
4P+K - Guard Break. 30i. +15 on block. A bit slow, so you can see it coming a mile away but well timed it can be very, very useful opening up the foe. Even if Christie doesn't get any guaranteed setup from it (just 6P is guaranteed) the frame advantage is still pretty good if you mixup decently.
JAK 2K6K - Another useful tool to open up an enemy when they get too comfy in their standing guard. The sweep will put the foe in a short stun (SE'able) and the mid K will prolong said stun. From then you can just launch, or 'work' the stun, then CB, etc. Again, keep you mixup varied if you opt for the latter.
214P - Sit down stun, whiff punisher. 32i. The only sitdown stun Christie has so far. I like this one a lot. Whiff-punishing with this tool is easy, but don't overuse it. It's rather slow and damn unsafe. 1.02: While the only TRUE guaranteed thing it came of it is a mere 6P, in reality it's not that easy to fully SE this stun. So you can usually follow it with a 8K. 1.03: In this patch, sit down stuns are inescapable so here it truly grants more options, but I'd recommend going for a launcher and get some precious guaranteed DMG.
2H+K - Low poke. 16i. It has great range when followed by P. That P also produces a minor stun. It's good for poking, but the first K alone will get you a -9 on hit. Have that in mind.
6P - Mid poke. 11i. Awesome to poke form medium distance. Can be stringed to 4 mid punches, which is not advised because 1) the last one is too unsafe, 2) they're easily held. The full string is guaranteed on BT opponents. Also, the string can be turn in to JAK after 6PP. You can string delay this move to fish for CH or HCT.
6PP - Natural combo. You gotta love this move. Use it after a FT to get another wall bounce, to get another FT, and so Christie's vortex begins.
9PP - Low crush, wakeup crush. One of my favorite moves to stuff low wakeup kicks. You whiff the first P, and the the secound grants you a bounce which leads to a full combo (which is neat). The first P can stuff mid wakeup kicks but requires a precise timing.
P - fastest move in the friggin game. 9i jab. Not much to add here. Wins in a lot of situations. Strings from it are a bit telegraphed if not delayed.
7K - Low crush, 'get off me' move. 12i. It's fast, it's a mid K, and gets you a little breathing room when you're under pressure. Again, can't overuse it since it's unsafe on block.
I would add these moves as I think they're very useful:
7K : a very good defensive move, very fast (12i) with crushing properties.
Seriously, this. Why nobody posted it? This move saved me more than I would like to acknowledge, lol.