The Christie Match-up Thread

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
Christie (i9/i11/i14) vs. Ayane (i10/i13/i12)

White vs. Purple. The battle of arguably two of the strongest characters in DOA5LR, and naturally two of the biggest pain in the asses for each other. What you have here is this great pressure beast with amazing evasive movement up against a zoning monster with movement that instill fears in even the most stalwart opponents, along with truly deadly whiff punishment capability. As you can tell both characters are here to fight, and both are here to dish out a lot of pain. Compared to most adversaries, Ayane is definitely one of the more meddlesome opponents to deal with because her moveset is very proficient at shutting down tools that can easily be taken for granted such as JAK. Anyways, here's some of Ayane's attributes:

Ayane's Neutral pokes

P = i10/ -1 on block/ +0 on hit/ 10 dmg (High P, Transitions into BT Stance, PP has Tracking)
6P = i13/ -10 on block/ -8 on hit/ 18 dmg (Mid P, Transitions into BT Stance, 6PP has Tracking)
K = i12/ -10 on block/ +2 on hit/ 27 dmg (High K, Transitions into BT Stance, Tracking)
6K = i13/ -9 on block/ +15 on hit/ 20 dmg (Mid K)
2P = i12/ -4 on block/ +0 on hit/ 5 dmg (Low P)
3K = i15/ -8 on block/ +6 on hit/ 24 dmg (Mid K, 3KK has Tracking, and Transitions into BT Stance)
1P = i15/ -10 on block/ -2 on hit/ 18 dmg (Low P, Transitions into FT Stance, Tracking)
P+K = i13/ -9 on block/ -1 on hit/ 18 dmg (High P, Transitions in BT Stance, Tracking)

BackTurned Stance Neutral Pokes

BT P = i10/ -7 on block/ -6 on hit/ 10 dmg (High P, Transitions into FT Stance)
BT 6K = i15/ +0 on block/ +4 on hit/ 18 dmg (Mid K, Transitions into FT Stance, Tracking, SDS on CH)
BT 2P = i13/ -10 on block/ -2 on hit/ 12 dmg (Low P, Transitions into FT Stance, Unsafe)
BT 1P = i13/ -12 on block/ -5 on hit/ 18 dmg (Low P, Tracking)
BT P+K = i11/ -5 on block/ -1 on hit/ 18 dmg (High P, Tracking)

When fighting Ayane in close (or at range too actually), you need to keep track of when she's either in Front Stance (FT) or BackTurned Stance (BT). More specifically you need to keep track of what options she has available at any given time because, she has more for you to account for than pretty much any other character for the most part. You may also notice that a lot of her attacks transition into BT at either the first hit or after a follow-up. A common thing that Ayane may try to do is poke with her 5P or 1P to set-up her BT mix-ups. 1P is negative on NH, but has a high and low follow-up to discourage retaliation. Both follow-ups can be defended against by low blocking. If an opponent is trying to scum you with 1P~BT1P shenanigans on NH, you could try 6PP'ing nailing Ayane in the back. However, I'm generally patient when dealing with Ayane's that poke with 1P or BT1P. 5P is actually tricky to deal with because of the ability for Ayane to perform 5P~BT8P, an ability that allows Ayane to poke her opponent then dart away to try and bait you to whiff something in front of her. And generally you don't want to whiff in front of her. She also has numerous follow-ups after 5P such as PP, PPK~ or P4P for example. 5P~BTH+P is also one of the best "Punch~Grabs" in the game.

Here's Some of Ayane's Powerful Whiff Punishers

3PP =
i15/ -15 on block/ -3 on hit/ 20 + 24 dmg (Mid P x2, Transitions into BT Stance, Tracking, CH Launcher, Unsafe)
4P = i15/ -15 on block/ -13 on hit/ 24 dmg (Mid P, Transitions into BT Stance, Tracking, Powerful Mid Crush CH Launcher)
4K = i16/ -12 on block/ +24 on hit/ 20 dmg (Mid K, SDS, Unsafe)
3H+K = i19/ -3 on block/ +57 & Bound on hit/ 26 damage (Mid K, Transitions into BT Stance, Tracking, Safe)

BackTurned Whiff Punishers

BT 4P = i15/ -11 on block/ +34 on hit/ 24 dmg (Mid P, Tracking, Powerful Mid Crush CH Launcher)
BT 6P = i13/ -15 on block/ +30 on hit/ 24 dmg (Mid P, Transitions into FT Stance, Unsafe)
BT 6K =
i15/ +0 on block/ +4 on hit/ 18 dmg (Mid K, Transitions into FT Stance, Tracking, SDS on CH, Neutral Advantage on block)
BT 4H+K =
i20/ -8 on block/ +70 crumple stun on hit (Mid K, Transitions into FT Stance, CB, Safe)
BT P+KP = i14/ -8 on block/ +70 crumple stun on hit (Mid P x2, Transitions into FT Stance, Unsafe)

Here are the main whiff punishers to look out for when fighting Ayane. In terms of potential damage, 3PP & 4K are more dangerous than the other two, though they're also unsafe when blocked. 4K can be i7 or even i10 thrown (though you need to be pretty sharp when doing so). 3PP can be BT-thrown or if you're feeling frisky, can be 6PP~'ed or PP~'ed punished due to Ayane being BT'ed (Actually anytime you nail Ayane in the back with 6P, the full 6PPPP string is guaranteed). Christie's throw punishment isn't the best, so opting for a strike punishment mix-up isn't a terrible idea. 3H+K is one of Ayane's longest reaching whiff punishers (besides 236K or 4H+K, which are unsafe on block), and is also a very safe poke on block or even on whiff. A tactic that Ayane can use after 3H+K is to perform a BT8P to retreat slightly after the move is used. This effectively turns 3H+K into a powerful keepout tool. 1P+K~K is another whiff punisher that is dangerous because of the back-twirl initial motion, which induces whiffs, along with the move being safe on block at anywhere from -2 to -5 on block. If you block 1P+K~K, pressure immediately with quick pokes and don't try to throw it.

4P is one of Ayane's more common moves and is essentially known as her "Infamous Mid Crush" because of its ability to crush her opponent's dreams, including Christie's. 4P & BT 4P are arguably the biggest moves to watch out for when facing this opponent because this bullshit move can CH you out of so much, especially when used at around mid range. Also, it is the move that can blow up JAK very easily if JAK is misused. If you block 4P or BT 4P, you also need to note that there are two follow-ups, a low & high option that are very delayable. If you block 4P in close, you can 2P right away to stuff both follow-ups.

Because of 4P (and the retarded amount of tracking that Ayane has), you're not going to be sidestepping that much in this MU. This means that you're going to have to run a linear fight on her. That means in close you're going to have to try and suppress her with 5P and 6P strings. H+K & 1P can be used to keep sidestepping in check, though Christie's strings CH SS~attacks quite well. If possible try to back Ayane into a corner to take away her spacing advantage because she is more dangerous at range than in close in the MU. Once you've got Ayane backed into a corner, you can now try to set up Walled~66H+P, Rolling~H+P, or attempt to wall slam her (Christie has quite bit of moves that can wall slam such as 3K, 7K, 6KK/6KP, KK, 6PPP for instance or numerous moves from JAK). Pressuring Ayane at a wall and keeping her there will net you good damage and stunt any potential momentum that she may try to generate. Be careful of her 64H+P though, because it changes positions, thus putting Christie in the corner, allowing Ayane to set up some heavy guaranteed damage. Ayane can also attempt to escape a corner by jumping away with BT 9P or 6P9 for example. If she jumps over you from relative neutral, you will have the advantage and can poke her as she lands.

On a different note, try to learn to defend against 6K2K on reaction. You really don't want Ayane scumming you with this move regularly. Same goes for shit such as PP6K2K, 66KK4 & BT PP6KK4. The latter two moves grant Ayane +1 on block along with her BT'ed mix-ups, but are Mid K~High~K attacks, meaning you can crouch, or now hold the second kick. 66KK4 is also pretty easy to swat out of the air with something as measly as 6PP. If you block 66KK4, you can 6PP her in the back to beat out most options aside from her BT P strings (which can loop into another BT PP6KK4). Since Christie has an i9 jab, Ayane's i10 BT P will trade due to the +1. Though, Ayane's BT 6P can high crush for a powerful CH launch, so take heed when dealing with 66KK4 on block. Also when Ayane has the advantage, be careful of attempts for her to try and frametrap you with her i12 2P. It is +0 on NH, so Christie's 6P can shut down another 2P attempt (which characters with an i13 mid, i13 low and slower can't beat out through poking). She could do stuff such as 2P~5P of course, but the neutral poking speed is still in Christie's favour more or less.

Overall I'd say that this MU is 5-5 because both characters can be a huge pain in the ass to each other and both require quite a bit of patience to deal with the other. Ayane's zoning, movement, whiff punishment and hi-crushing capability can be hell for Christie, but once Christie has closed the distance and preferably got Ayane backed into a corner, she can bring some serious hurt on her, which is aided by Christie's superior speed and pressure in close. The main thing to account for in the MU is learning to fight without relying on JAK too much (I.e. reserving it mostly for mix-ups when Ayane is stunned), and being really careful about how you approach Ayane. This is one of Christie's toughest MU's, but is very manageable as long as you keep your wits with you and don't do anything stupid like JAKing off from neutral. Oh, and fuck 4P.
 
Last edited:

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
Christie (i9/i11/i14) vs. Kasumi (i9/i11/i12)

This is an interesting MU because this is one of the few instances when Christie is actually fighting an opponent that is faster than her. Speed wise, Christie cannot beat out Kasumi on any attack level. Their i9 jabs will trade, Kasumi's i11 6P can beat out Christie's i11 6P because Kasumi's deals 18 dmg whereas Christie's only deals 17 dmg thus Kasumi's having damage priority. Kasumi's 2P is 2 frames faster than Christie's 2P, but is -1 on NH. This is a unique case because Christie is one of the few characters that can take advantage of the -1 since her 5P jab, & 6P will beat out any follow-up that Kasumi may attempt after a 2P on NH. Someone like Rachel or Tina still wouldn't be able to outpoke Kasumi after a NH 2P since their poke speeds (i11/i13/i14) would still be too slow. Another thing to note about Kasumi is that her 5P strings are just as versatile, if not more versatile than Christie's 5P strings thanks to Kasumi's superior High/Mid/Low mix-ups. When Kasumi does PP~, you're gunna have to make a guess in some way to get out of the situation. Her 5P strings and free cancel ability are also assisted by a significantly stronger throw game than Christie which can be devastating if you let her have her way with you. Speed isn't saving Christie's ass here.

Kasumi's Neutral Pokes

P = i9/ -3 on block/ -2 on hit/ 10 dmg (High P)
6P = i11/ -9 on block/ -8 on hit/ 18 dmg (Mid P, 6PK & 6P2K have tracking)
K = i11/ -9 on block/ +8 on hit/ 20 dmg (High K)
6K = i15/ -14 on block/ +13 on hit/ 20 dmg (Mid K, Tracking)
2P = i12/ -4 on block/ -1 on hit/ 5 dmg (Low P)
2K = i14/ -9 on block/ -8 on hit/ 10 dmg (Low K)
P+K = i14/ -14 on block/ -10 on hit/ 20 dmg (Mid P, Tracking)
3K = i14/ -8 on block/ +4 on hit/ 24 dmg (Mid K, 3KK has tracking)
1K = i20/ -16 on block/ +14 on hit/ 23 dmg (Low K, Tracking, Trip Stun on NH, Unsafe)
1P = i16/ -10 on block/ -9 on hit/ 12 dmg (Low P)
4P = i12/ -9 on block/ -7 on hit/ 18 dmg (Mid P)
3P = i13/ -9 on block/ -8 on hit/ 20 dmg (Mid P)
H+K
= i17/ -13 on block /+23 on hit/ 26 dmg (High K, Tracking, Stumble Stun on CH)
4K = i16/ -9 on block/ +19 on hit/ 23 dmg (High K)

Strings off of Initial Pokes

P
PPPPP (HHMMH) (Unsafe)
PPPKP (HHMHM) (Tracking, Unsafe)
PPPKK (HHMHM) (Safe)
PPP2K (HHML) (Tracking, Unsafe)
PP6PP (HHMH) (Unsafe)
PP6PKK (HHMMM) (Tracking, PP6PK is safe on block, Unsafe)
PP6PK2K (HHMML) (Tracking, Unsafe)
PP6P6KP (HHMMH) (Unsafe)
PP6P6KK (HHMMM) (Unsafe)
PP6P2K (HHML) (Tracking, Unsafe)
PPKK (HHHM) (Tracking, Unsafe)
PPK2K (HHHL) (Tracking, Unsafe)
PP7K (HHM) (Very Unsafe)
PP6KK (HHMH) (Tracking, Semi-safe)
PP6K2K (HHML) (Tracking, Unsafe)
PP2K (HHL) (Tracking, Unsafe)
P6PP (HMM) (Tracking, Unsafe)
P6PK (HML) (Tracking, Unsafe)
PKKP (HHHM) (Tracking, Unsafe)
PKKK (HHHH) (Tracking, Unsafe)
PKK7K (HHHM) (Very Unsafe)
PKK6K (HHHM) (Unsafe)
PK3K (HHM) (Tracking, Unsafe)
PK2K (HHL) (Tracking, Unsafe)

6P
6PP (MH) (Unsafe)
6PKK (MMM) (Tracking, 6PK is safe on block, Unsafe)
6PK2K (MML) (Tracking, Unsafe)
6P6KP (MMH) (Unsafe)
6P6KK (MMM) (Unsafe)
6P2K (ML) (Tracking, Unsafe)

K
KKP (HHM) (Tracking, Unsafe)
KKK (HHH) (Tracking, Unsafe)
KK6K (HHM) (Unsafe)
KK7K (HHM) (Very Unsafe)
K3K (HM) (Tracking, Unsafe)
K2K (HL) (Tracking, Unsafe)

6K
6KK (MH) (Tracking, Semi-safe)
6K2K (ML) (Tracking, Unsafe)

2K
2KK (LH) (Unsafe)

P+K
P+KP (MM) (Tracking, Unsafe)
P+KK (ML) (Tracking, Unsafe)

3K
3KK (MH) (Tracking, Unsafe)

1P
1PP (LH) (Unsafe)

4P
4PP (MH) (Unsafe)
4PKK (MMH) (Unsafe)
4P2K (ML) (Tracking, Unsafe)

3P
3PPP (MMH) (Unsafe)
3PKP (MHM) (Tracking, Unsafe)
3PKK (MHM) (Safe)
3P2K (ML) (Tracking, Unsafe)

H+K
H+KK (HM) (Tracking, Unsafe)
H+K2K (HL) (Tracking, Unsafe)

4K
4KP (HM) (Tracking, Unsafe)
4KK (HM) (Safe)

As you can see Kasumi has a shitload of mix-up potential off her strings. Hell, she can practically mix you up for days off of just her 5P strings. However, you may notice that if Kasumi does finish pretty much any string, she'll be left unsafe. The only exceptions really are her strings based off of 4KK or 6KK. Unlike Christie for the most part, Kasumi has genuinely dangerous lows. 1K, and any variation of her 6P2K provide a considerable amount of frame advantage on NH allowing her to easily open up a defensive opponent, particularly when in close. When Kasumi is attempting to pressure with her 5P strings, prioritize PP2K, because that low is a pain in the ass and is very abusable if not defended against. In other words if you see Kasumi throw out PP, prioritize crouching. This will beat out PP2K, and PP~Grab. However, this will inevitable influence Kasumi to perform strings such as PP6P, PPP, and PP6K. If you get hit by the mid, SE the stun to force Kasumi to use a quick follow-up. To be honest, to institute the most damage control, you're pretty much gunna have to guess between PP2K/PP~Grab, and PP~Mid, though PP2K can become a huge nuisance if you're not able to react to the low.

The poke with the next best mix-up ability is 6P. 6P doesn't exactly have the sheer wealth of follow-ups that 5P has, but its mix-up capability is definitely comparable. 6PK, is an incredible poke for Kasumi. It's a fast follow-up to 6P that tracks, causes a decent stun on CH, and is safe on block due to pushback (despite being -12 on paper). Kasumi can basically throw out this poke to no consequence. To top it off the string has heavy delayability and two follow-ups: a Mid K & a Low K, both of which also track. It's very easy to get thrown off by 6PKK & 6PK2K if the opponent is just poking with 6PK regularly. Technically the 2nd hit of 6PK is holdable, but that needs impeccable reactions along with a solid read. 6PK, can be mixed up with 6P2K, which stuns on NH and knockdowns on CH (setting up Kasumi's solid oki pressure). The 2nd hit of 6P2K is technically reactable, but if the opponent is mixing in 6PK well, that will be very tough to do. You're unfortunately going to have to read the opponent's habits and punish 6P2K whenever you block it. A big counter to fighting Kasumi is learning to block her lows. Any variation of 1K or 6P2K should receive priority. If you can't defend against her lows, she will run circles around you and have a field day.

Kasumi's Forward-Facing Throws

H+P i5/ 45 dmg (Breakable, Can induce environmental damage)
6H+P i7/ 50 dmg (Standard punish throw, has walled version)
46H+P i7/ 25 dmg/ grants +10 (Reset pressure throw)
4H+P i10/ 56 dmg (Position switch throw, has walled version)
66H+P~T i7/ grants +10 + BT (Breakable, can set up guaranteed combos)
66H+P~2T i7/ 55 dmg (Breakable, has walled version)
236H+P i12/ 18+15 dmg (Launcher throw, can induce ceiling hits)
214H+P i12/ 62 dmg
33H+P i17/ 68 dmg (Long-reaching, "delayed" throw, optimal for punishing whiffed holds, has walled version)
8H+P i29/ 56 dmg (Jumping throw)
8H+P~T i29/58 dmg (Jumping, position switch throw)
HOS~T i39/ 60 dmg (Stance throw)
9P~T i5/ 56 dmg (Stance, jumping throw)
9P~T~T i5/ 58 dmg (Stance, postion switch, jumping throw)

Despite being the fastest character in the game, Kasumi has a deceptively versatile throw set. She quite frankly has a throw for almost every situation. Oh you thought you could block? There's 33T, 214T, and 236T for damage, and 46T for frame advantage. Need to get out of a corner? You've got 4T & 66T~T as an escape plus some decent damage. Whiffed a hold? 33T, 214T and 236T will make you think twice about that. You also don't want 236T to chuck you into the ceiling too unless you like being used to decorate the walls afterwards.

So when you're dealing with Kasumi's 5P strings and free cancel capability, these are the kinds of throws to worry about. 33T, 236T & 214T are the most dangerous and 66T~T can set up quite a lot of damage if you're unable to break it. 46T is not as common, but can be quite jarring and a nuisance if used regularly since it comes off as very sudden and provides Kasumi with +10 frame advantage. If you get hit by this throw, the best course of action is to fuzzy guard with 33H any follow-ups. For the jumping throws like 8T, try to crouch or high crush them on reaction. Any potential attacks that Kasumi can toss out of 9P are high, so there's no reason to remain standing when you hear her signify that she's going to jump at you. For HOS~T, most characters would have to guess between HOS~K & HOS~T. However, Christie's one of the few characters that can pretty much negate the mix-up with JAK, which will crouch the highs and sidestep HOS~K. The most common move to enter HOS is 66PP6 which is a mid-range Mid-High GB. If you block the 1st hit, the 2nd hit is duckable or holdable on reaction. If you do block 66PP6, Kasumi will be at +4 and you will be treated to a HOS mix-up. If Kasumi does just 66PP, the move will become a negative GB and she will be at left at -7.

This will be one of the MU's where it may not be best to fight in close range, though Christie can definitely take the fight to Kasumi in close if she has the advantage. A recommended range would be to fight Kasumi outside of her PP & 6P ranges. The less that you have to deal with Kasumi's 5P & 6P strings, the much harder it is for her to win. In fact, unlike Christie, Kasumi is a bit vulnerable to strong keepout. Don't get me wrong, Kasumi does have the tools to get in on her opponent from a distance and stay in on them, but she's not going to be beating any tough opponents by fighting at range predominantly. So if you can try to attempt a spacing game on her, that may be preferable. You can use JAK backdashes (2P+K~44/8P+K~44), to aid in maintaining distance along with poking through the use of 4K, 2H+K~, or 6P. With good spacing you can also attempt to whiff punish something with 214P for a very juicy SDS. Kasumi can keep JAK in check with her i14 tracking mid P+K, so you can't really abuse JAK that much. Also take note that Kasumi does possess parries, though they don't grant her much advantage. They do allow her to switch positions however if she was to be trapped in a corner for instance. She also has an Expert Mid K Hold, which has the ability to cause ceiling hits. Ouch.

It's hard to tell which way this MU swings. Due to the overall versatility of Christie's moveset, it feels like the MU may be slightly in her favour, but Kasumi's toolset and superior Mid-High-Low mix-up game and throw game can definitely hurt Christie if Kasumi is able to get her offensive pressure started. Basically Kasumi's one of those characters that can get in on you, and then stay on your ass all fight thanks to her great oki pressure (be careful of 4H+K which FT's and is safe on block). I was leaning towards 5.5-4.5 at first, but overall I'd have to rate the MU a 5-5. Kasumi's too much of an annoying little fly in close to allow this MU to roll in Christie's favour. Do what you can and swat her down!
 
Last edited:

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
Christie (i9/i11/i14) vs. Leifang (i10/i12/i15)

The Blood-Soaked Snake vs. the Tai Chi Chuan Genius. This will be a battle of contrasting styles in the sense that Christie will want to mount as much offensive pressure as possible, while Leifang will want to apply "defensive pressure" on her opponent in front of her. This defensive pressure is in the form of threatening her opponent with her plethora of parries, sabakis, including a sabaki stance, and of course her very dangerous expert holds. In essence, Leifang's moveset almost seems perfectly designed to deal with Christie's moveset. So you can't go all ham on Leifang, without knowing what she's capable of, unless you enjoy becoming her plaything. Trust me, you do not want to become her plaything.

Here's an overview of her Defensive Hold techniques:

High P Hold = 65 dmg (97 dmg on HiCH)
Expert High P Hold = 75 dmg (112 dmg on HiCH, Strong knockback)
High K Hold
= 65 dmg (97 dmg on HiCH)
Expert High K Hold = 75 dmg (112 dmg on HiCH)
Mid P Hold
= 65 dmg (97 dmg on HiCH)
Expert Mid P Hold = 70 dmg (104 dmg on HiCH)
Mid K Hold
= +15 advantage + BT
Expert Mid K Hold = 20 dmg, +15 advantage + BT (30 dmg on HiCH)
Low P Hold
= 65 dmg (97 dmg on HiCH)
Expert Low P Hold = 75 dmg (112 dmg on HiCH, Strong knockback)
Low K Hold
= 65 dmg (97 dmg on HiCH)
Expert Low K Hold = 75 dmg (112 dmg on HiCH)

High & Mid Parries = +16 advantage

Leifang's holds are very strong especially if she is utilizing her Expert Holds often. Her Expert Mid K is likely the most devastating with the capability to lead into 100+ dmg combos with good wall carry. And most Leifang players just love to toss out this hold (and you'll quickly realize why once you get hit by it)! As a result you'll have to be careful with when you toss out Mid K's against Leifang, i.e. those oh-so-tempting 4K's, 8K's & H+K's for example may need to get replaced or you may be in for a world of hurt. Be careful with Mid P's when Leifang has her back to a wall because both of her Walled Mid P & Expert Mid P holds are brutal, especially to dangerzones. Her Expert High P Hold can also smash you into walls. Be wary of using Low P's predictably when Christie has her back to a wall or edge since the Expert Low P Hold can knock you back a fair distance. Leifang will also attempt to maintain the advantage on you from neutral or slight disadvantage by utilizing her High and Mid parries. To try and discourage parry and expert hold attempts, I tend to throw her more often than other characters for juicy Hi-counter damage, though Christie's throws aren't exactly that devastating compared to say, Tina.

Leifang's Offensive Hold techniques
66T
= i16/40 dmg (Walled version = 50 dmg plus slump down status)
236T~4T~66T = i20/90 dmg (Breakable)
236T~4T~46T = i20/85 dmg (Breakable, Strong knockback)
3T = i10/50 dmg (Decent knockback, Low OH)

Leifang's R1F strikes

Fastest initial strikes:

P = i10/ -5 on block/ -3 on hit/ 10 dmg (High P)
6P
= i12/ -12 on block/ -8 on hit/ 17 dmg (Mid P)
K
= i11/ -14 on block/ -3 on hit/ 22 dmg (High K)
4K
= i12/ -14 on block/ +3 on hit/ 20 dmg (Tracking High K)
3K
= i13/ -10 on block/ -7 on hit/ 22 dmg (Mid K)
2P
= i15/ -4 on block/ +0 on hit/ 5 dmg (Low P)
2K
= i15/ -9 on block/ -3 on hit/ 10 dmg (Low K)

Strings off of Fastest strikes:

P
PPP
(HHH) (Safe)
PPP4 (HHH~Punch Parry)
PP6PP (HHMM) (Tracking, Semi-Safe)
PP6P4 (HHM~Punch Parry)
PP6PK (HHM(M/H)) (Tracking, Unsafe)
PP4P (HHM) (Unsafe)
PPKK (HHHH) (Tracking, Safe)
PPK2K (HHHM) (Tracking, Unsafe)
PPKH+K (HHHM) (Safe)
PP2K (HHL) (Unsafe)
P2PP (HMM) (Semi-Safe)
P2P2K (HML) (Unsafe)
P2PP+K (HMM) (Very Unsafe)
PKK2K (HHML) (Tracking, Unsafe)

6P
6PP
(MM) (Semi-safe)
6P4 (M~Punch Parry)
6PK6P (M(M/H)M) (Unsafe)

K
KK
(HH) (Tracking, Safe)
K2K (HM) (Tracking, Unsafe)
KH+K (HM) (Safe)

4K
4KK2K
(HML) (Tracking, Unsafe)

3K
3KP+K
(MM) (Very Unsafe)

Once Leifang has you playing defensively, she's naturally going to try and open you up. She has great OH's including the very fast 66T, that can set up a wall-resetting slump down status, the i20 236T combo hold that can get big damage if either sequence is completed and the i10 3T for catching crouching statuses such as Christie's rolls or JAK stance. Anytime you suspect an OH attempt, immediately crouch or throw her. Her 236T is breakable, but 66T can catch you easily especially on wake-up or when Christie has her back to a wall. Don't let Leifang abuse 66T!

Leifang also has many strings off of her P, with PP2K & P2P2K being the most likely ones to be used to open you up thanks to the tricky low sweep off them. 1KK also leads to the same sweep and it is a good idea to get acquainted with it to be able to block or low hold it on reaction (including raw 2H+K's). PKK2K and 4KK2K also end in low sweeps and can throw you off easily but the kicks go in a more predicable "High-Mid-Low" sequence. The trick is to not crouch too earlier after the high sweep or the mid sweep will nail you (which definitely happens because of the instinctual nature to duck after she crouches down to perform the mid sweep :().

For R1F Christie has the advantage thanks to having an i9 jab and an i11 mid. Leifang is also one of only 4 characters that possesses an i11 5K (Genfu, Kasumi & Naotora are the others), so she can use that to stuff 6P from neutral. However, Leifang can easily take control of the fight right away if she stuffs you with her sabaki stance 4P+K. If you suspect that she may try to sabaki you, you can use 6K or H+K (or launch her ass with 9K) to discourage their use. 2H+K or 5KK can be used as a mix-up to the Mid-K's. On a different note, quite a bit of Leifang's strings are side-steppable. See how you can implement SS!

You'll have to be a little cautious in R1F against Leifang due to her sabakis, though under most circumstances you'll have the advantage due to superior speed on every hit level. Christie also manages to have a faster 2P than Leifang, so Christie can beat her out in the low game from neutral (not that Leifang's lows are bad exactly, quite the opposite). Leifang's 2P & 2K are i15 which is pretty meh speed-wise. Some of her lows can be tricky such as the ones that end in the "2H+K" sweep, but by and large they're fairly slow. If you can block her lows on reaction, she'll rely on her OH's like 66T to open you up more often.

Some of Leifang's options at Mid-Range to Long-Range
6H+K (Safe)
66KK (Unsafe for each strike)
4KK2K (Unsafe for each strike)
H+K (Safe)
66P (Semi-safe)
1KK/1KP4 (Unsafe for each strike, 1KP -8 on block)
PP2K (Unsafe)
1P+K (Safe, +5 Advantage GB when fully charged, Strong knockback)

One of Leifang's weaknesses is that she can be vulnerable to strong keepout and lacks a solid range game. She's not necessarily screwed if she has to fight at range, but it is rather un-optimal for her. Particularly if you have the life lead, you can feel free to attempt a ranged fight with Leifang by some JAK~backdash zoning (2P+K~44/8P+K~44) along with poking with 4K, 6P or 2H+K mostly. If Leifang has the advantage such as on wake-up, she may attempt 6H+K (which is no longer a GB but not unsafe) or a run-up 66T. She may poke with 4KK, 1KP or try and sneak in a low with PP2K. H+K will whiff punish you for a CH bounce combo along with 1P+K, which causes a strong knockback on hit. 66KK is used to intercept some of Christie's attacks through deceptive crushing. Straight-up, I hate 66K or 66KK. It's unsafe, but still, ugh. Crushes more shit than you may think...

Leifang's Infamous Mid-Crushes
66KK
= i18/ -15 on block/ +33 on NH & Launch (Mid K x2)
1PP
= i17/ -11 on block/ +0 on NH (Mid P x2)
3P+K
= i18/ -14 on block BT'ed/ Launch on NH (Mid P, Unholdable)

Ah, the bullshit that aids in Leifang's ascent into high tier! Screw her holds and parries, these attacks all have one main thing in common, they all crush horizontal mids like a dirty bitch. On the bright side, they're all unsafe on block. If you can, try to bait these moves out and punish whenever you can to discourage future use. 3P+K is left BT'ed when blocked and is strike punishable. You will have a rough time with this MU if you let Leifang abuse her crushes. Also please punish 46P whenever you block it (-10). It's 13 frames of bullshit :(.

Defense is the best offense. Leifang's strengths are defense but when she smells blood, she can run a lot of shit on you and you may not even know what just happened. OH's, parries, expert holds, FC pokes, crushes, all things to account for in this MU (along with a mean 64P in stun!). I reckon that this MU is 5-5. Both characters are very dangerous in their own ways. Christie is more dangerous on offense and Leifang is more dangerous on defense. Range is one of your friends in this MU, so it may pay off to be mindful of it. You need to make it hard for Leifang to use her dangerous tools on you and keeping her out definitely helps in that respect. Though if you can manage to back her into a corner, a good 66T can make her think twice about trying to hit those fancy pants Expert Mid P & K holds on you! Show the Tai Chi Chuan Genius who's boss!
 
Last edited:

That_John_Guy

Member
USA
Main Character
Christie
PSN ID
Rosegoddess3
Hi, I'm pretty new new to Christie and DOA. Over the last week I've played about 100 online games with her to get a feel and have some questions. I'd appreciate any advice!

1) Zack: I've run into a couple guys that seem to spam the rapid low kicks or rapid high kicks. Literally 80-90% of the play is those rapid fire kicks in succession. If I get caught by it and get knocked down he'll move forward and try to catch me with them as I'm waking up. I've gotten a little better at dealing with them, but it is really annoying. Those have so much reach. It makes me feel like I can't do the normal pressure I like as Christie. What's the best way to deal with kick-spamming Zack?

2) Hayabusa: Not as annoying as above, but I've run into some who spam that double flipping overhead kick. Also that teleport, pop in above you move. Plus, that P+K move has a lot of reach. Any tips on handling these moves?

3) Various: There have been a few characters who seem to beat me on the first punch at the start of the fight. I could understand if they held my punch, but I thought Christie had the fastest jab, so I get a little surprised when I eat the first hit. Is it lag? Are there faster characters? Am I doing something wrong? Tips on the first hit would be great.

Thanks!
 

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
Hi, I'm pretty new new to Christie and DOA. Over the last week I've played about 100 online games with her to get a feel and have some questions. I'd appreciate any advice!

1) Zack: I've run into a couple guys that seem to spam the rapid low kicks or rapid high kicks. Literally 80-90% of the play is those rapid fire kicks in succession. If I get caught by it and get knocked down he'll move forward and try to catch me with them as I'm waking up. I've gotten a little better at dealing with them, but it is really annoying. Those have so much reach. It makes me feel like I can't do the normal pressure I like as Christie. What's the best way to deal with kick-spamming Zack?

2) Hayabusa: Not as annoying as above, but I've run into some who spam that double flipping overhead kick. Also that teleport, pop in above you move. Plus, that P+K move has a lot of reach. Any tips on handling these moves?

3) Various: There have been a few characters who seem to beat me on the first punch at the start of the fight. I could understand if they held my punch, but I thought Christie had the fastest jab, so I get a little surprised when I eat the first hit. Is it lag? Are there faster characters? Am I doing something wrong? Tips on the first hit would be great.

Thanks!

Hello! Welcome to the Christie Forums :)! You've come to the right place. My knowledge of Anti-Zack & Anti-Busa (I know what he does but it's tough to describe it out) tech sucks but here goes.

1) All you can do here is mash 1H to low hold the low kicks or mash 6H to hold the mid kicks. Watch out for free-cancel attempts into his dangerous throw resets. Like Christie, Zack is an offensive beast and thrives on momentum. Christie is still faster than him thanks to her i9 jab so you want to keep him on the defensive as much as possible to stifle any potential momentum he may attempt to generate.

2) If you're talking about H+KKK, just crouch all the hits or actually just block it. It's a negative GB, meaning that you can pressure him after blocking it. For KK, just crouch both hits. For WR H+K, block it then low throw punish. For the Ongyoin Teleport, FreeStepDodge, i.e. side-walk to avoid all follow-ups. P+K is his CB right? Could probably just block it, but it's been a while since I fought Hayabusa.

3) It's lag. Christie indeed has the fastest jab and should never be out-jabbed at R1F. Kasumi, Pai & Phase-4 are faster but still only have an i9 jab.
 
  • Like
Reactions: That_John_Guy

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
Christie (i9/i11/i14) vs. Momiji (i10/i12/i12)

Looks like Christie gets a piece of the Shrine Maiden here! Similar to the Ayane MU, Christie wants to stay close to her opponent and Momiji wants to get away until she can CH something or whiff punish. My recommendation? Don't let the bitch breathe! :cool:

Here's a rundown of what Momiji may be using in close:

P = i10/ -2 on block/ -1 on hit/ 10 dmg (High P)
-> PP = ~i8/ -6 on block

K =
i12/ -11 on block/ +6 on hit/ 24 dmg (High K)
-> KK = ~i16/ -6 on block (HM) (Very delayable, Semi-safe)

H+K
= i12/ -7 on block/ +8 on hit/ 28 dmg (High K, Tracking, Semi-safe)
6P = i12/ -12 on block/ -12 on hit/ 17 dmg (Mid P)
-> 6PK = ~i16/ - 14 on block (MM) (Very delayable, Tech jump)
-> 6PP = ~i22/ -11 on block (MM) (Very delayable, Unsafe)

3K
= i14/ -8 on block/ +4 on hit/ 22 dmg (Mid K)
-> 3KP = ~i17/ -11 on block (MM) (Very delayable, Tracking)

4P
= i14/ -5 on block/ +3 on hit/ 20 dmg (Mid P, Tracking, Safe)
2P = i12/ -5 on block/ +0 on hit/ 5 dmg (Low P, Safe)
1P = i17/ -10 on block/ -7 on hit/ 18 dmg (Low P, Tracking)
-> 1PP = ~i22/ -13 on block (LM) (Tracking, Unsafe)
-> 1P2K = ~i23/ -15 on block (LL) (Very delayable, Tracking, Unsafe)

3P
= i13/ -9 on block/ -9 on hit/ 14 dmg (Mid P)
-> 3PP = ~i20/ -3 on block (MM) (Very delayable, Safe)

214P+K
= i27/ +6 on block/ Blastback on hit/ 42 dmg on hit (Mid P, Tracking, +GB, Close Hit)
7K = i12/ -25 on block/ KND on hit/ 38 dmg (Mid K, -22 on block at tip, Tech jump, Unsafe to strikes that can reach and 6T)

In close range, Christie has the advantage thanks to her i9 jab and i11 Mid P. Momiji does have a much better 2P though which is i12 and +0 on hit. 6P or 5P immediately whenever 2P connects on NH. Generally close range combat isn't a problem but it's still a good rule of thumb to be mindful of 7K, which is almost exactly like Christie's own i12 7K. Momiji's 7K is now -25 as opposed to the retarded -14 + pushback it was prior to LR and has good low crush capability. Punish with 6T (no other throw can reach), or 8K for a lift stun.

PP8 & 3KP8 shenanigans can also be a nuisance though PP8~ free cancel and PP8P~ tend to be more common than PP8K (Since that leads into the Tenku Double Jump that is easy to deal with on block if you can fuzzy). PP8P, PP8PP PP8PK are all unsafe with the first two strings ending in High P's (The third string ender is a Mid K launcher). Along with PP8, 3KP8, etc., take heed of 9P random single jumps. I usually just block single or double jump attempts and try to spot a free cancel or a throw attempt (9P~Free cancel~Throw is VERY good). Also take note that 8P is an i14, -11 on block, High P, hi-crush CH launcher that Momiji can use to crush Christie's jabs and highs from neutral or R1F.

Momiji at Mid Range:

H+K = i12/ -7 on block/ +8 on hit/ 28 dmg (High K, Tracking, Semi-safe)
KK = i12/ -6 on block/ +21 on hit/ 24 + 11 dmg (HM) (Very delayable, Semi-safe)
3K = i14/ -8 on block/ +4 on hit/ 22 dmg (Mid K)
-> 3KP =
~i17/ -11 on block/ +12 on hit/ 22 + 10 dmg (MM) (Very delayable, Tracking)

4K
= i15/ -5 on block/ +6 on hit/ 20 dmg (Mid K, Safe)
2K = i14/ -9 on block /-3 on hit/ 10 dmg (Low K, Unsafe)
2H+K = i23/ -14 on block/ +11 on hit/ 24 dmg (Low K, -13 on block at tip, Tracking, Unsafe in close)
44K = i18/ -3 on block/ +26 on hit/ 25 dmg (Mid K, Transitions into BT, Safe)
44P = i15/ -10 on block/ +3 on hit/ 20 dmg (Mid P, Tracking)
66P = i15/ -5 on block, follow-up is -12 on block, tracks and launches on NH/ +7 on hit/ 20 dmg (Mid P, Safe, Throw 66PP on block please!)

Majority of Momiji's ranged pokes are safe on block (actually most of the shit she has is safe on block) so don't bother trying to throw punish anything unless the player plays like a random online Momiji that just chuck out 66PP, 6PP & 66K (In that case throw them to your heart's content!). Be wary of 2H+K and 2K being used as a ranged low poke, because they provide pretty good stuns on CH. They are also difficult to punish at range. Use 9KK, 236P, 7K or any low crush if you anticipate their use. H+K is also a very good keepout tool for Momiji. Try to stay in close when fighting Momiji because she's much more dangerous at range than Christie is, not to mention that Christie's pressure game is a lot better than Momiji's. I.e. She will need to find some sort of "escape" or opening to escape Christie's pressure. Don't give her any room to breathe!

Momiji at Long Range:

66P = i15/ -5 on block, follow-up is -12 on block, tracks and launches on NH/ +7 on hit/ 20 dmg (Mid P, Safe, Throw 66PP on block please!!!)
Running H+K = i20/+1 on block/ KND on hit/ 40 dmg (High K, +GB)

At range, Momiji's love to use Running H+K to get in for the +1 frame advantage. Thwart this with a nice high-crush such as 1PK or 2H+KP. For 66P you'll have to be more careful but just blocking it is fine for the most part. It's rarely worth it to get CH by 66PP for a big, annoying combo. Watch out also for random 9P hops too.

Some of Momiji's Whiff Punishers:

66PP = i15/ -12 on block/ Launch on NH/ 20 + 11 dmg (Mid P x2, Tracking, Unsafe, Throw on block please!!!!!)
6H+K = i26/ -10 on block/ +23 on hit/ 26 dmg (Mid K, SDS on NH, Unsafe)
236P = i20/ -12 on block/ Launch on NH/ 22 dmg (Mid P, Tracking, Unsafe)
66K = i18/ -12 on block /+33 on hit/ 24 dmg (Mid K, Tech Jump, CH launcher, Unsafe)
9K = i18/ -5 on block/ +19 on hit/ 26 dmg on hit (High K, Tracking, Tech Jump, Stumble Stun on NH, Safe)

Beware of these moves on CH (or NH really) because you're going for a ride if hit. Most are throw punishable and 9K is a high. Make sure that Christie is the one doing the punishing ;)! Actually be very careful of 9K, that move provides a dangerous stumble stun on NH that guarantees 66PP or 44P8 for a rather unfavourable launch combo. For dealing with Tenku stance, it's best to try and fuzzy guard the options on block (unless you know what the opponent may attempt reducing it to a 50/50). On hit, SE helps to create distance between you and the opponent. Though if you want to troll Momiji, JAK stance negates the whole mix-up even better than a fuzzy guard LOL. So yeah, Tenku is only dangerous to Christie during threshold.

The Christie/Momiji MU is interesting because both characters fight really well at all ranges. Overall I'd say it's 5-5 because of Momiji's safety, awesome pokes, and good whiff punishers. Christie equalizes this with a pretty good ranged game herself, a vastly superior pressure game and the JAK stance allowing her to SS a lot of Momiji's attacks including anything from Tenku stance (she'll be forced to use 4P, 44P~, and 1P~ more often). Generally Momiji would want to fight at range so that she can try to CH or whiff punish something to get her offensive momentum started whereas Christie would want to stay close and try and stay on the offensive as much as possible. As was mentioned earlier, don't give Momiji any room to breathe. Suffocate the Shrine Maiden!
 
Last edited:

That_John_Guy

Member
USA
Main Character
Christie
PSN ID
Rosegoddess3
Hello! Welcome to the Christie Forums :)! You've come to the right place. My knowledge of Anti-Zack & Anti-Busa (I know what he does but it's tough to describe it out) tech sucks but here goes.

1) All you can do here is mash 1H to low hold the low kicks or mash 6H to hold the mid kicks. Watch out for free-cancel attempts into his dangerous throw resets. Like Christie, Zack is an offensive beast and thrives on momentum. Christie is still faster than him thanks to her i9 jab so you want to keep him on the defensive as much as possible to stifle any potential momentum he may attempt to generate.

2) If you're talking about H+KKK, just crouch all the hits or actually just block it. It's a negative GB, meaning that you can pressure him after blocking it. For KK, just crouch both hits. For WR H+K, block it then low throw punish. For the Ongyoin Teleport, FreeStepDodge, i.e. side-walk to avoid all follow-ups. P+K is his CB right? Could probably just block it, but it's been a while since I fought Hayabusa.

3) It's lag. Christie indeed has the fastest jab and should never be out-jabbed at R1F. Kasumi, Pai & Phase-4 are faster but still only have an i9 jab.

Thanks a bunch! I'm looking forward to trying these out!
 
  • Like
Reactions: Force_of_Nature

That_John_Guy

Member
USA
Main Character
Christie
PSN ID
Rosegoddess3
I've been running into a LOT of Honoka. It seems half the core fighter people play Kasumi and half the people that bought the game play Honoka. The other fast characters give me the most trouble. If the opponent is slower, I can usually fare a lot better by being able to Jak, get a rhythm going, and mix in Jak throws, 3P+K rolls, and enough to keep them guessing (unless they know the MU I suppose). When it is another fast character putting pressure back, then it is a pain. Last night I went into Versus and put Honoka on max and just kept fighting her over and over. It seems she has a lot of tracking moves to knock Christie out of Jak, plus that fast butt-jump, and other tools, in addition to just seeming very, very fast.

If I play 100 games, half the cast I won't even see, but I will probably have at least 1/3rd of the games be Honoka. Honoka Honoka everywhere! Tips for Honoka please!
 

Goarmagon

Well-Known Member
Standard Donor
The Ejacularium
Main Character
Christie
One of the things that keeps Honoka in check is her gimped range from her moves(from her short ass limbs) and the fact that she needs a moderately long stun to hurt you due to her low hit for hit damage output. In the neutral just try to space her ass out with 6P, 2H+K and 66PPP>JAK. You outrange her as well as do more damage hit for hit. Don't be afraid of her and fight smart.
 
  • Like
Reactions: Force_of_Nature

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Gamertag
HumbleTitan
PSN ID
Force_of_Nature9
I find that Honoka gets most of her damage started off of her hugs and strong CH's. She doesn't seem that bad to pressure since I don't think she has any special defensive options. But yes, her biggest weakness is range. She can match Christie in terms of speed, but she doesn't seem any harder than the Kasumi MU, and I find Honoka easier to pressure due to her lack of parries and lack of a 7K-esque "get the fuck off me move". Though she's still relatively new and admit that I'm not completely familiar with her.

I also went over the Momiji MU a bit more today both as Christie and as Momiji, and the MU is a possible 5.5-4.5 Christie, since Christie is very dangerous to Momiji in close, forcing Momiji to have to zone almost all the time. Not sure I'd quite say 6-4 though. I'm looking into the Helena & Rachel MU's but need a bit more experience with them as Christie (talking with Yurlungur). Any help would be cool (although Christie really hurts Rachel lol).
 

That_John_Guy

Member
USA
Main Character
Christie
PSN ID
Rosegoddess3
Cool, thanks! I'm definitely needing to learn the MUs a lot better.

On the tangent of match-ups, what stages are good for Christie and which are bad (or at least not favorable)? I tend to just go random, but conceptually it'd be good to know when I'm at more or less of an advantage.

Thanks for the info so far!
 

Awesmic

Well-Known Member
Standard Donor
Where Christie Goes, I Go
Main Character
Christie
Gamertag
Awesmic
3DS Friend Code
4425-1552-0190
PSN ID
Awesmic
Cool, thanks! I'm definitely needing to learn the MUs a lot better.

On the tangent of match-ups, what stages are good for Christie and which are bad (or at least not favorable)? I tend to just go random, but conceptually it'd be good to know when I'm at more or less of an advantage.
Anything with walls nearby. (Then again, a lot of people benefit at the Home stage). The Lab is good if you want to get extra damage for baiting 63214t, which is her most damaging throw in open space.

Wide open stages and heavyweights aren't favorable, because on top of being more limited in damage potential, you don't have 66t wall throw traps to rely on for a few yards around. In this situation, you'll have to play a bit smarter, especially when their defense is good and the player is on point with said heavyweight.

*inb4 I get bashed for misinformation*
 
Last edited:
  • Like
Reactions: Intelligent Alpha
Forgot your password?