Omegan Eckhart
Well-Known Member
Anyone got a list of Christie's sit down stuns and how to best follow up from them?
Thanks
Thanks
Christie also can cause an opponent to enter a Limbo stun via JAK K. If I remember correctly, the follow ups are similar to 214P sitdown but less and with a much stricter window.Anyone got a list of Christie's sit down stuns and how to best follow up from them?
Thanks
Cool, so does she have any others besides 214P?214p is the only one that stuns on normal hit (correct me of im wrong) and it guarantees only a 6p. From there the opponent can hold.
For me 214p is a wakeup-kick punisher, whiff punisher (knockback moves and power blows) and sometimes even stun extender..
Yes, the frames are risky, and the move is 'slow', but I'd say people dontdare to use it as much as they should.
Some people just mess it up when they see this move coming..
Edit: ok some examples, since some might want to see those..
214p 6p 3k->jakeiho p (launch) then juggle
214p 6p(p) 9k (launch) then juggle
214p 6p 4k2k 8k (launch) then juggle
Hope this gives some ideas..
I was thinking that stun was hard to do much with, limbo stuns usually guarantee something really good not just a punch.Christie also can cause an opponent to enter a Limbo stun via JAK K. If I remember correctly, the follow ups are similar to 214P sitdown but less and with a much stricter window.
More or less. Overall, she has two unholdable stuns, and while the Limbo stun is completely impractical, the 214P sitdown more than makes up for it. The animation can trap nearly every action in the game.Cool, so does she have any others besides 214P?
I was thinking that stun was hard to do much with, limbo stuns usually guarantee something really good not just a punch.
So are her sit down stuns very few and somewhat useless? Makes Helena's look good by comparison lol.
214p is the only one that stuns on normal hit (correct me of im wrong) and it guarantees only a 6p. From there the opponent can hold.
For me 214p is a wakeup-kick punisher, whiff punisher (knockback moves and power blows) and sometimes even stun extender..
Yes, the frames are risky, and the move is 'slow', but I'd say people dontdare to use it as much as they should.
Some people just mess it up when they see this move coming..
Edit: ok some examples, since some might want to see those..
214p 6p 3k->jakeiho p (launch) then juggle
214p 6p(p) 9k (launch) then juggle
214p 6p 4k2k 8k (launch) then juggle
Hope this gives some ideas..
214p also guarantees a launcher, 8k for free damage.214p is the only one that stuns on normal hit (correct me of im wrong) and it guarantees only a 6p. From there the opponent can hold.
For me 214p is a wakeup-kick punisher, whiff punisher (knockback moves and power blows) and sometimes even stun extender..
Yes, the frames are risky, and the move is 'slow', but I'd say people dontdare to use it as much as they should.
Some people just mess it up when they see this move coming..
Edit: ok some examples, since some might want to see those..
214p 6p 3k->jakeiho p (launch) then juggle
214p 6p(p) 9k (launch) then jugg
214p 6p 4k2k 8k (launch) then juggle
Hope this gives some ideas..
In my experience, low attacks are detrimental To Christie's jak. It doesn't matter if it tracks or not, I always get hit by the lows when I try to jak attack against someone and that shouldn't happen.
I know that. But doesn't matter how perfectly I time it, lows would somehow hit me. I would even do a double stance and would get interrupted halfway. But then again I don't really trust online to justify why it does that. I don't seem to have that problem offline.JAK puts you in crouching states thats the only reason most high mids whiff you even though they track. If you step at the right time it will make the low whiff. It should happen you're not stepping at correct times, you're just doing it. In most situations this is their reaction to it. Condition them to throw the low then punish them for it.
Is anyone else finding the buffered low kick onjak useful?
UsingQuestion guys: What's a good way to pressure with Christie when from neutral or when you have the opponent on the defensive?
I tend to do P~mixups, P~Grab, PP~Grab or try to bait with 6P~mix-ups (which I suspect may not be the best on block due to JAK being quite interruptable). P~4T/PP~4T or P~66T/PP~66T are great though. PP2K~ is also nice (better than PP2P~ from what I've experienced so far). I'm focusing on trying to find ways to stay on the offensive without having to "forfeit" my turn.
It's 0 on block and on hit.
Also, 6k(JAK)p is a legitimate frametrap.
On NH, 9P induces a +31 nosebleed stun. It seems to remain +31 on critical level 1 through to 3 until the threshold is exceed with a critical finish. +31 is very nice advantage though not enough to follow-up with something like 214P.At what critical level (if there's any difference at all)?