This.No, I don't.
But that's because I play her as if she's at a disadvantage in every stage. I want to force the opponent to play my game, not the other way around.
Sadly, your friend is correct. Christie is one of the most unsafe characters in the game, with only her basic "p," her jab combo ender punch (which can be charged for a guard break,) and 3 punches from her jakeiho stance being safe. Christie has no safe kicks or low attacks, and in some cases is so unsafe that she'll guarantee her opponent a free launcher. In most cases Christie has to rely on an overwhelming offence and her "fakeout" jakeiho stance (fakeouto?) to bait punishable holds. An opponent that thinks they know Christie will be your favorite opponent.I haven't read all nine pages of findings so far, but here's my observations as a new player, unbiased as I haven't played doa4 and independent of what others might have said.
I see Christie as a rushdown character with a very flexible mixup game and a complex , permanent offense. Her parries and throws both were meant to further this process and in every situation where she could be held, there is a fakeout and mixup option.
The only bias I have is a friend of mine said she's unsafe. It doesn't seem like it to me. To me it seems like she can commit to explosive burst damage and be unsafe or keep being safe and deal steady damage. Win/Win situation. Her hardest matchup would be Zack in my opinion who has an even greater damage potential.
I've been working nonstop to try to figure this one out completely, to be honest. I've tried everything I can think of and 66k seems to be the most effective, although like you said, not guaranteed... If Christie get's any editing in the patch, I only hope that the distance between you and the opponent after the Shutai is shortened just a wee bit. I feel like that wouldn't violate any balance issues, but then again, I'm no pro (or dev.)I really like the Shutai throw. Correct me if am I wrong, but I'm not sure if it has any guaranteed setup from it. I usually follow up with a (not guaranteed, can be held). I do so mostly because it's what I did in DOA4, lol.
Am I missing something? =/
Well..do you mean the OH? Her OH guarantees a 66K
Yep, that's her Shutai throw. You can also use it off of pp2k.Is Shutai throw that one that comes off of 2+P+H and her stance backdash?
Nope. Doesn't reach in time to avoid a block.You have a gaurenteed 66PP afterward that puts the opponent in critical.
I was starting to think I was talking to myself here, heh. Hope you unearthed some tech that the rest of us missed.Hey guys. Sorry for the delay with the post of the Christie summary. Just fell ill the last two days. Will post something by tomorrow
Yep, that's her Shutai throw. You can also use it off of pp2k.
Nope. Doesn't reach in time to avoid a block.
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Alright, I'll give it a shot.Try again.
You have to delay the first punch so that you input a dash first to cover the distance. It takes some practice but it will connected if done right. Might be character specific. Start off by using it on Rig and experiment with the other characters.
Word. It's difficult to place the hold against 66PP and even harder against 66K, but either way it's a nice 50/50.Just tested it and you are correct on it being holdable. Isn't "fastest" a frame window though? It's not as big of a concern as how hard it is to land the throw in the first place. Either way you have a pretty sweet mix up between 66PP and a hold punish..