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.
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.
Versus Helena, you can use 6P strings (up to and including 6PPPP) to attempt to "stuff" any attacks out of Bokuho if she's spamming BKO duck. If she does it regularly or predictably, you can low throw her out of the stance. Helena's crushes and evasion is what makes this MU a little challenging, and of course she is always scary when she stuns you. Helena struggles fighting at range though fighting her in close with Christie isn't a terrible option either due to Christie's superior strike speeds.
Rachel's another opponent that you have to be careful with. Christie is indeed faster than and can outpoke her easily, but that doesn't mean too much if Rachel can equalize the damage game with one juggle or stun reset. Like with most super heavies, you're gunna have to try and reset her with quick pokes, strings, 4T, etc. as much as you can since you won't be able to get as much damage on them compared to middleweights. If you can keep Rachel on the defensive and can back her into a corner, you can put a lot of pressure on her. However, like with the other super heavies, be a bit weary of her powerful holds if you choose to start becoming predictable with your strings.
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!
With the overhead 'busa move the one I love using is her 7K backflip kick. It does damage & has them landing on their rear. The amount of times I've shocked 'busa players with this are too numerous to count, especially in DoA4. They're typically used to people sidestepping that particular move, or even using one of the Jak stances. In 4 it was fairly easy to tell if the 'busa user was using that overhead 'port or one of the others, the overhead 'port had a slightly more noticeable wait time before the 'busa user materialized.Hello, fellow noob and Christie player here. Just sharing story and experience, if you don't mind.
1. I've never seen Zack players until the last time I set Throwdown on. But if I get your story correctly, it seems those players like to spam that fast kicks? Apparently CPU does that too and I'm getting used to that shit and able to Mid Kick and Low Kick Hold on them. I'm kinda slow, so most of the time, I'll receive that first few kicks before Hold.
2. Saw one Hayabusa guy who did the exact moves like in your story. He got beaten and sent me a death threat. But hey, in my early days, I used Hayabusa and kinda repeating moves. What players did to me? For the overhead kick, they usually block it. For the overhead teleport, high hold. And I assume the P+K is the one that he screwing horizontally? Side step. Don't ask me how. They're fast at reading moves... lol
3. My friend mains Kasumi and when I use Christie, most of the time I'll lose the match. While 3/4 of Rank Match points I got were gained by Christie.
Recently I've found some small techs to deal with KASUMI,who was a big problem to my Christie.
I will share it ,hope they will help someone.
Because kasumi's invincible 11F 6P has 1 more damage than Christie's(same with any other 11f mid punch),
and her 12F 4P crushes high,
it's better to space a bit out from kasumi,since Christie's 6P has more range and straight follow-ups.
Christie definitely wins range in a mid-close distance,for she has 2HK/P,PP2K/P,6PP,HK/K.
At far distance ,kasumi will use her 66p/p or 66kk or running throw,while Christie has nothing to fight these two,( except HK which requires good timing)
However, all 66p/p,66kk and running throw have very limited range,you can easily back away and punish the whiff,throw or 6K/HK as you like.
And jakeiho 6P will instantly punish her,but this also needs a bit timing,not so easy to do.
She is the only problem for my Christie,I always find it comfortable to fight against any other character except this super fast heroine.
This is all I got , and hope some would tell more to fight kasumi,especially about the CQC strategy aganist kasumi and how to deal with her annoying jump-back wake up CQC.
Bass is 12i/14i/16i
P+k and 6k and it's not a good idea ignoring 6k since 6kp depending on player experience can end up being a common sight into a pickup.
Post 6T he can 6p all attempts other than plain backdashing against said button (214p is not fast enough to punish him after recovery). 41236p+k was specifically a move he got for this MU as a post 6T situation is simplified with opponent being conditioned to try JAK. It usually comes down to how you can avoid conditioning and how avoid unfuzzyable options like TFBB and OHs.
Mid-range 66p+k is +2/+3. The miscunception is that it's 0 from said range due to faulty or lazy buffering. Buffering the move without initiating a dash gives no room for error. There's also his WR 4p+k which he uses for high crushes in this situation, so mids end up being moreleased effective pokes in these situations.
46p is also beginning to see use due to range especially after oki.
His 1p, pk, WR 4p+k and 214p are also threatening.
Some players attempt to stun and 4h+k to get a cheap pickup.
Bass has the most trouble getting good frame advantage from vortexing this particular character as she's both a mid-weight and fast. He's more like to use his faster pokes.
Overall, thanks for the writeup. Just wanted to add a couple things.