Boulder Punching 101 - Chris Redfield Thread The Director's cut

I agree.

Chris is one of my major experiments on training mode and with some ideas I have in mind.

If it works…:badboy:

You guys think sentinels drone assists might be useable as a make shift AA for chris?

Someone mentioned this a few pages back. But the land mine should be decent ghetto AA for Chris. Throw that shit down before you start your zoning game. When the opponent (tri) jumps at you then he/she will need to take that into account. Thus far I see very few people taking advantage of the mine.

The mine seems like his best assist by far unless your team desperately needs a projectile assist.

Personally I can’t wait to play around with that and going prone.

And I thought the flamethrower is his ghetto AA?

Honestly it looks like chris has a plethora of ghetto AA’s, from his awkward diagonal shots, to his submachine gun and flamthrower having decent sized hitboxes, to his mines and incendiary grenades, to maybe even his prone thingy. Should be fun watching someone use him properly.

Dorm’s Floating Bomb/Stalker Flare has quite a start up so I wouldn’t consider it a real gtfo me move.

I played a lot of **Redfield **at our recent fight club event. Here’s my overall feelings on him:

His mobility is terrible, no air dash, no special move to move him across the ground/air any quicker than superjump. You can wavedash but even that is shit as his dash is awful. He’s all about long-mid range grenade throwing and guns.

All his Gun moves have WAY too much startup time, if you normal jump and shoot (any strength) it won’t even come out unless you did it immeadiately.

I didn’t get enough of a chance to test the Boulder Punches but different strengths definitely do different things.

By far his best move is the C-Grenade (DP+Hard) the flame trap one, this move is fantastic for trapping characters whilst you go for unblockable assist set ups. Also you don’t have to wait before you can do another one, literally just keep throwing them out to fill a massive portion of the ground in flames.

Kill a character and then chuck two of these flame grenades out. Then call your low assist whilst they are blocking the flames when they drop in, do a jump in (unblockable) and get a free combo.

His **supers **do some good damage, the grenade super needs to freeze on the first shot in order for the follow up shots to connect. Unfortunately you cannot freeze an airborne opponent so DHC’s into this from say Shinku Hadoken are pointless as you get one grenade bullet to hit and the rest are blocked. Knife super is great just for damage and ground string combos. Lvl 3 is a bit pointless at the moment, I combo’d into it a few times with the help of an assist but it really wasnt worth the 3 bars.

He sucks at anti-airs too, you need a good assist to cover this area. Flame thrower has too much start up to use as an anti air (unless they are miles away), especially when you have someone like Ironman tri jumping your ass.

Overall i think he’s a bit shit in comparison to other characters SO FAR, hopefully we’ll find out some mad shit or some comfortable play style for him when the game drops soon.

Thanks for your input on Chris. I was wondering: What do you think his best assist is? At least from what little you have played of him.

I was using His (Grenade B) assist just for long range spam and covering other characters. As the other 2 assists were his gun shot and boulder punches which both had nearly no range and only really can be used up close, sadly there are better assists from most other characters that do those things.

Hmmm thats rather disappointing, hopefully he gets better as you spend more time with him.

Chris no longer has the grenade as an assist in the final version; he now lays his mine.

Oh, good. So he wasn’t playing the retail build then? Let’s hope that Chris’ got some buffs on the final build.

Shit I think you’re right, I always put Redfield first so i didn’t use his assist that often i just remembered that i never picked the other two. Come to think of it now the assist was the mine which he lays right in front of your character.

I was using the B Grenade with chris myself, not as the assist.

The version we were playing last Saturday had all the characters except Phoenix/Haggar and the unlockable ones, so it was a pretty late build. Doubtful much will have been changed since that version to be honest.

Well the good news is that Chris has 1,100,000 HP which is above average.

Considering the average is ~963,000 (and with Jill and Shuma it is going to be lower), this is well above average.

I am amused that you did the math. I still consider Ryu to be the average; that’s just his role in the game, to be the average.

As you can see in this video:

[media=youtube]uyQf4Un9bKM[/media]

cr.C OTG’s :slight_smile:

What if Ryu had 1,200,000 hp, would he still be average just because he is Ryu? He actually did have average health in TvC though (47000 compared to average ~46942). Anyway, I somehow mistyped my previous comment, and the real average is 963,000.

Does anyone else think Chris’ Lv3 look kinda hard to use?

The satellite tracking rocket launcher doesn’t seem all that useful.

Yeah definitely, I’ve combo’d into it (with the help of assists) but I’m not sure if the following two more hits are guaranteed if the first one lands.

Day one testing:

1: cr.C OTG combos

2: lvl3 practicalities and damage overall

3: Set ups for his C-Grenade (flame trap)