The Christie Monteiro Thread

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god
Iron Fist God
Joined: Mar 2000
Posts: 1848
From: USA Texas
PSN: stunts
#881 “Quote” Edit Post
yeah i needed something to read at work. i've been trying to learn christie on my own so i decided to see if there was any common knowledge i missed. when are u coming through town? i'd like to see some real christie around here
Signature fuck you.
noodalls
Moderator
Joined: May 2003
Posts: 2404
From: Australia
PSN: noodalls
#882 “Quote” Edit Post
Originally posted by THB
are you serious you read through all this crap?
trash dizzay we must do some hot christie on christie action...
got a few 5.0 thb exclusive techtraps in my rusty ol christie


I found one more tech-catch tonight, tested with Christie, works on all characters, catches left and right.

qcf+3 2 d/f+1~1 1,2,4 (opponent techs) FC,f+3 then juggle of your choice. Kind of silly, as they can backroll to avoid most things, but interesting none the less. Then can stand and guard it.

What are your tech-catches? Can you post them up here or PM them to me?

And also, i read through this entire thread too, just to make sure I didn't repeat anything and post it twice.

Last edited by noodalls on Oct 28th, 2005 at 14:58

noodalls
Moderator
Joined: May 2003
Posts: 2404
From: Australia
PSN: noodalls
#883 “Quote” Edit Post
Found something tonight in playing around. d/f+2 dash d+4 seems inescapable, so I did some messing with it.

(opponent on tech-roll right) d/f+2 dash d+4 dash d/f+2 dash d+4 ws+3+4~d RLX 4

What's going on.

d/f+2 makes them stagger, dash up and if they try to move d+4 will pop them up in the air slightly (as far as I can tell it can't be avoided). From here, if they tech-roll, a dash d/f+2 will be a tech-catch (works either side, more consistent on Christie's right it would appear as this is the side her elbow is hitting on). That restarts the games. Dash d+4 should be guaranteed again, and you could either go for another d/f+2 if they tech, or this time, time a ws+3+4~d RLX 4 to hit them as they rise. Actually, I think ws+3+4~d RLX 1,3 is all guaranteed, but it a wall was nearby you'd be getting more from the RLX 4 (into RLX 4,3+4 or RLX 4 ws+4 b+3+4 and hope for the right angle).

Is all of this going to come off in a match? No. But after you connect the first d+4 there's a fair chance they will tech, and you can get a d/f+2, mess with their heads. If they start staying down to cop the d+4 and then roll away, Christie has more than enough to encourage people to move (u+3, f,f+3+4 etc.)

I think this is the first time anyone's found a tech-catch off that little bounce as they rise and get hit. Good to be back after a ~six-month hiatus of strats.
Nekro
Lone Wolf
Joined: Sep 2005
Posts: 316
From: Belgium
#884 “Quote” Edit Post
Sorry for asking it here but i don't wanted to make a new thread for this..
Does someone have a link of slip matches ?

(I know there is a very old thread but asking it here seems better)
Signature N. Gordo
semcorda
Kyu
Joined: May 2006
Posts: 1
From: Poland
#885 “Quote” Edit Post
I saw a few posts earlier that you've been discussing how to utilize f,f+3+4 as a tech trap.Maybe my post is a bit late(i don't visit TZ often) , but here is a small list of juggles and possible setups that could be useful compiled by Polish palyer Grey-FoX:

QCF+3
2 b+3,3 RLX 2,f+3 (62)
2 d/f+1,1 1,2,4~4 (58)
b+3,3 RLX 2,f+3 (56)

[TECH TRAP- later TT]
To make things easier I divided TT into groups.The nicest thing with Eddy/Christie is that you can smothly go from one TT to another, I signed it as "[TT-here's group of actions that connects]" at the end of juggle.

--> 2 d/f+1,1 f+1,2 (41)

1* [TT-QR] f,f+3+4 ~f,f QCF+3 b+3,3 RLX 2 (103)
2* [TT-QR] u+3 (76)
1* [TT-QRd] f,f+3+4 ~f,f N 2 b+3,3 RLX 2, f+3 (118)
f,f+3+4 ~f,f N 2 d/f+1,1 1,2,4~4 (114)
f,f+3+4 ~f,f N 1 b+3,3 RLX 2, f+3 (114)
f,f+3+4 b+3,3 RLX 2, f+3 (112)
f,f+3+4 ~f,f N 1 d/f+1,1 1,2,4~4 (110)
f,f+3+4 ~f,f N 2 d/f+1,1 1,2 [TT-1*,2*] (97) -! can go to another TT from groups 1*,2*!
f,f+3+4 ~f,f N 2 d/f+1,1 d/f+1,1 [TT-1*] (95)
f,f+3+4 ~f,f N 1 d/f+1,1 1,2 [TT-1*,2*] (93)
f,f+3+4 ~f,f N 1 d/f+1,1 d/f+1,1 [TT-1*] (91)
1* [TT-BR] f,f+3 (62-71)

--> 2 d/f+1,1 d/f+1,1 (39)
connects all TT from 1* (-2 DMG) -! All actions make DMG lowered by 2 pts (compared to those above) !

--> 1 d/f+1,1 1,2 (37)
connects all TT from: 1*,2* (-4 pts. DMG)

--> d/f+1,1 d/f+1,1 (35)
connects all TT from: 1* (-6 pts. DMG)

--> d/f+1,1 1,2 (35)
connects all TT from: 1*,2* (-6 pts. DMG)

d/b+1+2
f,f+4,3 RLX f+3+4 1,2,4~4 (63)
2 b+3,3 RLX 2, f+3 (59)
u/f+3+4 d/f+1,1 1,2,4~4 (57)
2 d/f+1,1 1,2,4~4 (55)
1 b+3,3 RLX 2, f+3 (55)

[TT]

--> f,f+4,3 RLX f+3+4 1,2 (46)
connects all TT from: 1*,2* (+5 pts. DMG)

--> u/f+3+4 d/f+1,1 1,2 (40)
connects all TT from 1*,2* (-1 DMG)

--> u/f+3+4 d/f+1,1 d/f+1,1 (38)
connects all TT from 1* (-3 pts. DMG)

--> 2 d/f+1,1 1,2 (38)
connects all TT from 1*,2* (-3 DMG)

--> 2 d/f+1,1 d/f+1,1 (36)
connects all TT from 1* (-5 DMG)

--> u/f+3+4 1 1,2 (35)
connects all TT from 1*,2* (-6 DMG)

d/f+3+4
1 b+3,3 RLX 2, f+3 (63)
2 d/f+1,1 1,2,4~4 (63)
b+3,3 RLX 2, f+3 (61)
1 d/f+1,1 1,2,4~4 (59)

[TT]

--> 2 d/f+1,1 1,2 (46)
connects all TT from 1*,2* (+5 . DMG)

--> 1 d/f+1,1 1,2 (42)
siedza wszystkie TT z grupy 1*,2* (+1. DMG)

--> 1 d/f+1,1 d/f+1,1 (40)
connects all TT from 1* (-1 DMG)

3~4
RLX 2,3 b+3,3 (54)
~b HSP u+3~D RLX 2,f+3 (51)
RLX 1,4,4 (48)

b+3,3
RLX 2,3 ~d/f+3+4 (60)
RLX 2,f+3 (58)
RLX 2,3 d+3 (56)

[TT]

--> RLX 2,3 (50)

[TT-BR] d/f+3+4 d/f+1,1 1,2,4~4 (107)
d/f+3+4 d/f+1,1 1,2,4 (90) -!here for BR(backroll) goes 1,2,4~3 !
3* [TT-BR] ~3 RLX 2,3 d/f+1,1 1,2,4~4 (180)
~3 RLX 2,3 d/f+1,1 1,2,4 [TT-3*] (163)

--> RLX f+3+4 (45)

[TT-QR] b+3+4 (70)
[TT-BR] d/f+3+4 d/f+1,1 1,2,4~4 (102)
d/f+3+4 d/f+1,1 1,2,4 (95)
3* [TT-BR] ~3 RLX 2,3 d/f+1,1 1,2,4~4 (185)
~3 RLX 2,3 d/f+1,1 1,2,4 [TT-3*] (168)

RLX 3~4
1 b+3,3 RLX 2,f+3 (63)
2 d/f+1,1 1,2,4~4 (63)
b+3,3 RLX2,f+3 (61)
1 d/f+1,1 1,2,4~4 (59)

[TT]

-->2 d/f+1,1 1,2 (46)
connects all TT from 1*,2* (+5 DMG)

-->2 d/+1,1 d/f+1,1 (44)
connects all TT from 1* (+3 DMG)

-->1 d/f+1,1 1,2 (42)
connects all TT from 1*,2* (+1 DMG)

-->1 d/f+1,1 d/f+1,1 (40)
connects all TT from 1* (-1 DMG)

-->d/f+1,1 1,2 (40)
connects all TT from 1* (-1 DMG)

-->d/f+1,1 d/f+1,1 (38)
connects all TT from 1* (-3 DMG)

RLX 4~3
RLX 2 b+3,3 RLX 2,f+3 (73)
HSP 2 d/f+1,1 1,2,4~4 (64)
HSP f+1 d/+1,1 1,2,4~4 (61)
RLX 2,3 b+3,3 (56)

[TT]

-->HSP 2 d/f+1,1 1,2 (47)
connects all TT from 1*,2* (+6 DMG)

-->HSP 2 d/f+1,1 d/f+1,1 (45)
connects all TT from 1* (+4 DMG)

-->HSP f+1 d/f+1,1 1,2 (44)
connects all TT from 1*,2* (+3 DMG)

SSL+3+4~d -! small SS !
WS+1 d/f+1,1 1,2,4~4 (55)
WS+1,3 RLX 2,f+3 (54)
WS+1,3 RLS 3~4 (40)

[TT]

-->WS+1 d/f+1,1 1,2 (38)
connects all TT from 1*,2* (-3 DMG)

-->WS+1 d/f+1,1 d/f+1,1 (36)
connects all TT from 1*,2* (-5 DMG)

SSL+3+4 -! deep SS !
d/f+1,1 1,2,4~4 (49)

[TT]

-->d/f+1,1 1,2 (32)
connects all TT from 1*,2* (-9 DMG)

HSP d 3+4
HSP 1 d/f+1,1 1,2,4~4 (67) -!on the right side of screen should go HSP 2 !
u+3~D RLX 2,f+3 (56)
HSP 1 WS+1,3 RLX 3 (55)
HSP 1 WS+1,3 RLX 4~3 (54)

[TT]

-->HSP 1 d/f+1,1 1,2 (50)
connects all TT from 1*,2* (+9 DMG)

-->HSP 1 d/f+1,1 d/f+1,1 (48)
connects all TT from 1* (+7 . DMG)

CH d/f+2

2 d/+1,1 1,2,4~4 (61)
f,f N 1 b+3,3 RLX 2,f+3 (61)
f,f N 1 d/f+1,1 1,2,4~4 (57)
d/f+1,1 1,2,4~4 (55)

[TT]

--> 2 d/f+1,1 f+1,2 (44)
connects all TT from 1*,2* (+3 DMG)

--> 2 d/f+1,1 d/f+1,1 (42)
connects all TT from 1* (+1 DMG)

--> 1 d/f+1,1 f+1,2 (40)
connects all TT from 1*,2* (-1 DMG)

--> 1 d/f+1,1 f+1,2 (38)
connects all TT from 1*,2* (-3 DMG)

--> d/+1,1 1,2 (38)
connects all TT from 1*,2* (-3 DMG)

CH WS+2

f,f N 2 b+3,3 RLX 2,f+3 (65)
b+3,3 RLX 2,f+3 (59)
rest goes like at CH d/f+2

CH b+4

f,f N 2 b+3,3 RLX 2,f+3 (65)
f,f N 1 b+3,3 RLX 2,f+3 (61)
f,f N 2 d/f+1,1 1,2,4~4 (61)
f,f N b+4,4,3+4 d/f+3+4~d (59-64)
f,f N b+3,3 RLX2,f+3 (59)
f,f N 1 d/f+1,1 1,2,4~4 (57)

[TT]

--> f,f N 2 d/f1,1 1,2 (44)
connects all TT from 1*,2* (+3 DMG)

--> f,f N 1 d/f+1,1 1,2 (40)
connects all TT from 1*,2* (-1 DMG)

CH 3

2 b+3,3 RLX 2,f+3 (77)
2 d/f+1,1 1,2,4~4 (67)
b+4,4,3+4 d/f+3+4~d (66-71)
b+3,3 RLX 2,f+3 (66)
1 d/f+1,1 1,2,4~4 (64)

[TT]

--> 2 d/f+1,1 1,2 (51)
connects all TT from 1*,2* (+10 DMG)

--> 2 d/f+1,1 d/f+1,1 (49)
connects all TT from 1* (+8 DMG)

--> 1 d/f+1,1 1,2 (47)
connects all TT from 1*,2* (+6 DMG)

--> 1 d/f+1,1 d/f+1,1 (45)
connects all TT from 1* (+4 DMG)

--> d/f+1,1 1,2 (45)
connects all TT from 1*,2* (+4 DMG)

CH SS+2

go the same juggles and TTs as after d/b+1+2 (+9 DMG)

and that's all, I suppose
compiled by Grey-FoX
I put this list exactly same as it was posted on Polish forum I only translated notes into english.
I didn't check all this TT stuff during fight or practice but mostly is should be right.Some actions may be alreadyl known for some time before.If so, look at this post as at an compilation of f,f+3+4 tech trap knowledge
I hope my english is good enough so You can understand all this mess I made when translating this
SteveRocky
3rd Dan
Joined: Aug 2006
Posts: 33
From: Pakistan
#886 “Quote” Edit Post
Originally posted by onikage
What's so great about db+1+2? Everybody's sayin' it's the shit, somebody tell me why.

DON'T ASK QUESTION THATS ANSWAR R U KNOWN
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solarflarewind
6th Dan
Joined: Jan 2007
Posts: 25
From: United States
#887 “Quote” Edit Post
Originally posted by noodalls
Found something tonight in playing around. d/f+2 dash d+4 seems inescapable, so I did some messing with it.

(opponent on tech-roll right) d/f+2 dash d+4 dash d/f+2 dash d+4 ws+3+4~d RLX 4

What's going on.

d/f+2 makes them stagger, dash up and if they try to move d+4 will pop them up in the air slightly (as far as I can tell it can't be avoided). From here, if they tech-roll, a dash d/f+2 will be a tech-catch (works either side, more consistent on Christie's right it would appear as this is the side her elbow is hitting on). That restarts the games. Dash d+4 should be guaranteed again, and you could either go for another d/f+2 if they tech, or this time, time a ws+3+4~d RLX 4 to hit them as they rise. Actually, I think ws+3+4~d RLX 1,3 is all guaranteed, but it a wall was nearby you'd be getting more from the RLX 4 (into RLX 4,3+4 or RLX 4 ws+4 b+3+4 and hope for the right angle).

Is all of this going to come off in a match? No. But after you connect the first d+4 there's a fair chance they will tech, and you can get a d/f+2, mess with their heads. If they start staying down to cop the d+4 and then roll away, Christie has more than enough to encourage people to move (u+3, f,f+3+4 etc.)

I think this is the first time anyone's found a tech-catch off that little bounce as they rise and get hit. Good to be back after a ~six-month hiatus of strats.


Ah, Thanks noodalls, my arsenal of attacks have been updated!
Signature All that gold does not glitter, not all who wonder are lost- Chinese Confusinust.
FistLaw89
Shihan
Joined: Aug 2005
Posts: 102
From: USA New York
#888 “Quote” Edit Post
Originally posted by Nekro
Sorry for asking it here but i don't wanted to make a new thread for this..
Does someone have a link of slip matches ?

(I know there is a very old thread but asking it here seems better)


This one's pretty good...
T5.0 Slips vs. Crow Grand Finals
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Sol.Eternal Pan
Iron Fist God
Joined: Mar 2005
Posts: 1720
From: Australia
#889 “Quote” Edit Post
Your a year late with that reply.
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lalala252
3rd Dan
Joined: Jan 2007
Posts: 29
From: New Zealand
#890 “Quote” Edit Post
Not sure if this has been asked before, but here goes. X_X

Is df+3+4; df+1,1; 1,2,4~4 a stable combo for Eddy? I seem to have trouble connecting it at times, hence the question.

And also, are there any better juggles for Eddy besides the one I mentioned above? If so, can someone kindly show me the light?
I think df+3+4; b+3~3, 2, f+3 is too random since Eddy tends to miss the 2 sometimes.
lizanias
Spread Tekken <3
Joined: Jun 2001
Posts: 1694
From: Indonesia
PSN: xtc_LZN
#891 “Quote” Edit Post

Is df+3+4; df+1,1; 1,2,4~4 a stable combo for Eddy? I seem to have trouble connecting it at times, hence the question.


yeap, it should be.....

but if you're having trouble connecting the juggle...
I guess u can do d/f+3+4, 2, 1,2,4~4.
or
d/f+3+4, 1, 1,2,4~4.



And also, are there any better juggles for Eddy besides the one I mentioned above? If so, can someone kindly show me the light?

hmm, how about d/f+3+4, d/f+1,1, 1,2, (opponent techs) u+3 ???
it's a tech-trap so it's not 100% guaranteed..

another tech-trap would be
d/f+3+4, 1, d/f+1,1, d/f+1,1, (opp. techs) f,f+3+4...



I think df+3+4; b+3~3, 2, f+3 is too random since Eddy tends to miss the 2 sometimes.


If I'm not mistaken...
u should slip in 1 or 2 before b+3~3....to make the juggle easier..

hence:
- d/f+3+4, 1, b+3~3, RLX 2, f+3

OR

- d/f+3+4, 2, b+3~3, RLX 2, f+3
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lalala252
3rd Dan
Joined: Jan 2007
Posts: 29
From: New Zealand
#892 “Quote” Edit Post
If I'm not mistaken...u should slip in 1 or 2 before b+3~3....to make the juggle easier..

hence:
- d/f+3+4, 1, b+3~3, RLX 2, f+3

OR

- d/f+3+4, 2, b+3~3, RLX 2, f+3


Thanks for that the extra '1', helps quite a bit; but I can't seem to connect with the 2, it tends to knock the opponent back too far for the b+3~3 to connect.
zisheepk
3rd Dan
Joined: Aug 2007
Posts: 33
From: Pakistan
#893 “Quote” Edit Post
my favourite shit with christie

db+1+2; ff+4,3;f+3+4;1,2~4,4


df+3+4;b+3,3;N+2,f+3
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