NOTE: For those of you who don't understand the numerical format, I will try my best to translate.
7 8 9
4 5 6
1 2 3
Notice how I have typed these numbers as in the form of your number pad located on the right of your keyboard? Picture it also as you would your D-pad on your controller (or the axis on your arcade stick). The numbers indicate the points of direction.
Now when I'm describing a motion on the D-pad, I'll type the numbers together. For example, if I were to explain a half-circle motion forward, I'll type it like 41236. Get it? Got it? Good.
Now for the other keywords you should look out for:
p = punch
k = kick
f = free
t = throw
p+k = punch and kick
f+k = free and kick
On my spare time I've been slowly working on some form of strategy for playing Christie. So far I have statistics on her pros and cons, but in due time, I'll greatly expand on what I know and share it with you guys.
NOTE: I'm not a high-level Christie player, strat-savvy, or anything like that, but I thought, whatever... I gotta contribute something positive regardless of criticisms.
Offense
+ 9 frame jabs
+ Decent, fast pokes such as 6p, 66pp , 2 f+k, f+k, and 2p
+ A variety of potential launchers such as 9k , 33p , 8k, 6k (from Serpent Stance), crouching 3p, p+k from Serpent Stance, 4 p+k from Serpent Stance, and the commonly done 4f+k.
+ Easy, effective variety of juggles, especially when following up from low punch counter with 9k, pp2pp , 6kp or 2pp, 6kp have knockback potential, and are especially good against the wall.
- Most of her offensive game involves high and mid attacks, making mix-ups more difficult.
- Only two useful guard break attacks, 4p+k and 4p from Serpent Stance (4p from Serpent Stance being the riskier of the two due to the uncompromising wind-up).
- Launchers like crouching 3p and 33p require a counter hit or better.
-2 f+kp and 1pk string starters are relatively unsafe moves on normal hit when not in water.
Defense
+ Low punch counter hold only has potential for great damage, as it launches the opponent high to allow for a variety of juggles, specifically when followed up with 9k.
+ Has an effective throw that forces opponent to BT (6t), allowing for easy launchers if opponent is stunned with CH in BT.
- No parries or sabakis
- Weak throws, with 63214t being her most damaging, and it's only average compared to other characters' faster throws. It's best to use this on damaging floors.
Evasion
+ Serpent Stance adds to her evasive game, as the stance itself can avoid highs and some mids.
+ 4 and 6 (from Serpent Stance) are very effective mix-up tools when buffering with an SS move.
+ p+k from Serpent Stance crushes high-mid attacks and doesn't require stun to launch.
+ crouching 3p crushes highs and some mids.
+ f+k from BT rolls under highs and some mids.
- The sidestep from Serpent Stance is not all that useful, and the only attack to use during the sidestep first is a mid punch.
Wall Game
+ Best to use usual pokes and stun strategy
+ 9k and 33p allows you to juggle even when opponent is against the wall.
+ 236t offensive hold (or catch grab) changes to wall throw
+ Catch grab is the only good throwing option near the wall, and with only average damage potential.
Ground Game
+ If opponent is juggled, pp2kp is the basic combo of choice for forced tech.
+ 9kk and 66k are decent rushdown attacks on wake-up, although unsafe when blocked.
+ On damage floors, 63214t is ideal for a damaging throw. Likewise, if the opponent doesn't tech and is on the damage floor, you can use 2k, then 8p+k for the most damage.
+ Using 1p+k just as the opponent wakes up can trick the opponent to using a high or mid get-up kick, leaving you with just enough time to attack with either p,t, or even k (when in range). All three have great range, and k from Serpent Stance will turn the opponent around.
Learning Curve
+ Easy to pick up for beginners
+ 9 frame jabs
+ Fast, effective poking game
+ Decent stun game
+ Excellent variety of juggles
+ Serpent Stance helps evasive game
+ 6t allows easy BT opportunities against the opponent
+ Buffering 6 and 4 with Serpent Stance moves adds to your mix up.
- Offensive game consists of mostly mids and highs, making it tougher to mix-up
- Weak throws
-Serpent Stance is not as mobile as Helena's Bokuho stance, as you can't fully move back and forth while staying in stance.
- Free canceling strings like 1p , 3k , 6k , and 4k are important to expand on your mix-up game when fighting against players who see a pattern on your offensive game
7 8 9
4 5 6
1 2 3
Notice how I have typed these numbers as in the form of your number pad located on the right of your keyboard? Picture it also as you would your D-pad on your controller (or the axis on your arcade stick). The numbers indicate the points of direction.
Now when I'm describing a motion on the D-pad, I'll type the numbers together. For example, if I were to explain a half-circle motion forward, I'll type it like 41236. Get it? Got it? Good.
Now for the other keywords you should look out for:
p = punch
k = kick
f = free
t = throw
p+k = punch and kick
f+k = free and kick
On my spare time I've been slowly working on some form of strategy for playing Christie. So far I have statistics on her pros and cons, but in due time, I'll greatly expand on what I know and share it with you guys.
NOTE: I'm not a high-level Christie player, strat-savvy, or anything like that, but I thought, whatever... I gotta contribute something positive regardless of criticisms.
Offense
+ 9 frame jabs
+ Decent, fast pokes such as 6p, 66pp , 2 f+k, f+k, and 2p
+ A variety of potential launchers such as 9k , 33p , 8k, 6k (from Serpent Stance), crouching 3p, p+k from Serpent Stance, 4 p+k from Serpent Stance, and the commonly done 4f+k.
+ Easy, effective variety of juggles, especially when following up from low punch counter with 9k, pp2pp , 6kp or 2pp, 6kp have knockback potential, and are especially good against the wall.
- Most of her offensive game involves high and mid attacks, making mix-ups more difficult.
- Only two useful guard break attacks, 4p+k and 4p from Serpent Stance (4p from Serpent Stance being the riskier of the two due to the uncompromising wind-up).
- Launchers like crouching 3p and 33p require a counter hit or better.
-2 f+kp and 1pk string starters are relatively unsafe moves on normal hit when not in water.
Defense
+ Low punch counter hold only has potential for great damage, as it launches the opponent high to allow for a variety of juggles, specifically when followed up with 9k.
+ Has an effective throw that forces opponent to BT (6t), allowing for easy launchers if opponent is stunned with CH in BT.
- No parries or sabakis
- Weak throws, with 63214t being her most damaging, and it's only average compared to other characters' faster throws. It's best to use this on damaging floors.
Evasion
+ Serpent Stance adds to her evasive game, as the stance itself can avoid highs and some mids.
+ 4 and 6 (from Serpent Stance) are very effective mix-up tools when buffering with an SS move.
+ p+k from Serpent Stance crushes high-mid attacks and doesn't require stun to launch.
+ crouching 3p crushes highs and some mids.
+ f+k from BT rolls under highs and some mids.
- The sidestep from Serpent Stance is not all that useful, and the only attack to use during the sidestep first is a mid punch.
Wall Game
+ Best to use usual pokes and stun strategy
+ 9k and 33p allows you to juggle even when opponent is against the wall.
+ 236t offensive hold (or catch grab) changes to wall throw
+ Catch grab is the only good throwing option near the wall, and with only average damage potential.
Ground Game
+ If opponent is juggled, pp2kp is the basic combo of choice for forced tech.
+ 9kk and 66k are decent rushdown attacks on wake-up, although unsafe when blocked.
+ On damage floors, 63214t is ideal for a damaging throw. Likewise, if the opponent doesn't tech and is on the damage floor, you can use 2k, then 8p+k for the most damage.
+ Using 1p+k just as the opponent wakes up can trick the opponent to using a high or mid get-up kick, leaving you with just enough time to attack with either p,t, or even k (when in range). All three have great range, and k from Serpent Stance will turn the opponent around.
Learning Curve
+ Easy to pick up for beginners
+ 9 frame jabs
+ Fast, effective poking game
+ Decent stun game
+ Excellent variety of juggles
+ Serpent Stance helps evasive game
+ 6t allows easy BT opportunities against the opponent
+ Buffering 6 and 4 with Serpent Stance moves adds to your mix up.
- Offensive game consists of mostly mids and highs, making it tougher to mix-up
- Weak throws
-Serpent Stance is not as mobile as Helena's Bokuho stance, as you can't fully move back and forth while staying in stance.
- Free canceling strings like 1p , 3k , 6k , and 4k are important to expand on your mix-up game when fighting against players who see a pattern on your offensive game