"Now For Business..." General DOA5 Christie Gameplay Discussion

ILYA✰

Active Member
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..
 

Scornwell

Active Member
Anyone got a list of Christie's sit down stuns and how to best follow up from them?

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.
 

ILYA✰

Active Member
Yeah the timing is stricter with the limbo, and you have to use faster attacks to connect the hit to the falling target.
 

Omegan Eckhart

Well-Known Member
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..
Cool, so does she have any others besides 214P?
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.
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.
 

Scornwell

Active Member
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.
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.
 

djynho

Member
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 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..
214p also guarantees a launcher, 8k for free damage.
 

Lei

Member
Christie's useful stuns are as follows:

H+K - i14, mid kick, Tracks.
P+K - Useless except to have another option.
214P - Sit down stun, Guarantees 8K/4K
66PP - NHC, i15, mid to high string.

As far as the limbo stun from jak k. It only works in stun threshold and stepping towards their open stance. And the options are not the same as every other stun only option you get from it is [3]P and 2PP. Say after KK Jak K (Step towards open stance) the Jak K will limbo and the 2PP will launch. [3]P is really difficult to get from raw Jak K but it's not impossible.
 

djynho

Member
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.
 

Lei

Member
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.

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.
 

djynho

Member
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.
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.
 

Force_of_Nature

Well-Known Member
Standard Donor
Question 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.

Is anyone else finding the buffered low kick on:2::P+K: jak useful?

If you mean JAK~2K, then it is a nifty low poke due to having 3 follow-ups and 3 different heights (JAK~2K1K, JAK~2K6K & JAK~2KK).
 

Awesmic

Well-Known Member
Standard Donor
Question 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.
Using :9::P: on the offensive to bait their fastest attack(s) - while not a "good" option - can help incite fear to some opponents into doing anything when under pressure... if you're able to read what they do on reaction.
 

Force_of_Nature

Well-Known Member
Standard Donor
The i14 high right? Does give a nice stun. Can't believe it's +0 on block :oops:! I'm trying to implement some P~9P frametrapping now. It feels weird because it doesn't look like a frametrap lol.
 

Awesmic

Well-Known Member
Standard Donor
The i14 high right? Does give a nice stun. Can't believe it's +0 on block :oops:! I'm trying to implement some P~9P frametrapping now. It feels weird because it doesn't look like a frametrap lol.
It's 0 on block and on hit.

Also, 6k(JAK)p is a legitimate frametrap.
 

Force_of_Nature

Well-Known Member
Standard Donor
It's 0 on block and on hit.

Also, 6k(JAK)p is a legitimate frametrap.

Actually 9P is +31 on hit :cool:. 5P being only -1 on hit is awesome for an i9 jab too!

JAK~P is an interesting move since the opponent needs to respect the follow-up (plus the 1st P is also a launcher to boot), though I have been thrown on free-cancel occasionally. But yeah, my buddy ShiningNegro used to do JAK~P free cancels a lot.
 

Force_of_Nature

Well-Known Member
Standard Donor
At what critical level (if there's any difference at all)?
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.
 
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