A thread to discuss Eddy/Christie top 10 moves
1. u/f+4: An oldie but a goody. Same uses from other Tekkens. His best low crush. i wish it could start a juggle, but whatever.
2. F+4: How can I count the awesome. It is fast, safe, deceptive reach and on hit you get F+4, 3+4,3+4, b+3~3,RLX 2, F+3. His best non wall combo. On block you can do the string F+4,3.... where you can buffer a rodeo spin (especially if the second hit connects. or you can continue your assault, or you can hold back or forward from F+4 and go into HSD. That in itself isnt as good as before, but if your opponent is caught in headlights, than...
3. D+4: This is essentially my game. (NOTE: advantage on hit has decreased in the latest version). The cappo WS game is pretty fierce now. I use D+4 and if they try to interrupt after hit I follow up with WS+2. If they turtle I do FC,d/f+4. If they duck I do WS+3, and if they do anything else I go for WS 1,3. Man I abuse this. I only do D+4,3 to punish people who try to roll away from me.
4. d/f+1,1: My favorite mid poke. I alternate between that and basic jabs to give wall preassure. Many people will predict a d+4 after d/f+1,1 so dont be afraid to throw out a d/f+2 or a d/f+3+4 if you got balls.
5. d/f+2: Holy s**t I abuse this move now. d/f+2 is safe. Juggles on counter hit and comes out pretty quick. d/f+2, u/f+1+2 B!, b+3~3,RLX 2, F+3 does more damage than any d/f+3+4 juggle. Awesome.
6. FC d/f+4. Another move I abuse. if it connects on normal hit I can threaten the RLX 4~3, or RLX F+3+4. I NEVER do RLX3~4 anymore since the move can be interrupted after a connected FC d/f+4. When FC d/f+4. connects on counter you get a RLX 2, b+3~3,RLX 2, F+3 combo. Good stuff.
7. HSD 3+4: The hand throw is the best addition to Creddy's game IMO. It's been rediculously nerfed since its inception, but it can still catch people off guard. I think of it as simply an unblockable throw so instead of chaining into HSD and going for the throw I go into HSD directly using f+1+2, WC d/f+1+2, or RLX f+1+2. The throw after each of these transitions is diesel.
8. HSD d+ 3+4: This move gets a lot more air time thanks to so many people ducking the HSD throw. It is punishable, but no one has ever launched me on block. I usually go HSD d+3+4, HSD+1, WS+1,3, RLX 2, F+3. Good damage.
9. b+2: The closest Creddy has to a side step. I use it to counter people who are whoring running jump kicks. When ever my b+2 is blocked I throw out another one. My opponent will ocassionally eat the second while trying to punish the first.
10. RLX 4~3: I shouldnt need to explain why this move is good......but I will. Goes under many mids, often many players get caught by the second hit where you get the juggle RLX 4~3, RLX 2, b+3~3,RLX 2, F+3
It is so good. The range is shorter than it was in DR but I have no problems using it. I often mix up between this and f+3+4 or roll into HSD Crouch with RLX B+3+4 and than start my mix ups all over again.
Zaibatsu
A Tekken guild to promote and help other players
