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

Most of the time I was playing in the tutorial, you know getting used to the game. Chris is definitely lacking in AA department, but he looks quite good to me. Good damage, low meter consumption, great keepaway game. I just wish he had something, to punish other characters with air projectiles. Or at least some mobility options. Say, Wesker also has troubles with air projectiles, but at least he doesn’t have to eat chip all day. Good thing Chris has a lot of life.

I’ll experiment with more teams tomorrow. Today was more of a single character testing.

Cool cool, good to know and yea its a bit disappointing they completely raped him in terms of anything air borne. But hopefully this will either not be that big of a problem, or he has other ways around it that we are yet to discover.

Chris/Wesker/Lei Lei

Does this look solid to you guys. Good anti air. Plan on using weskers low shot assist, chris’s open fire, and lei lei pendulum swing.

Also what is the general opinion on those who have the game of chris so far. I think his keepaway is looking really good so far. Just needs that anti air assist.

Also its better to use the median to judge health.

The standard deviation for health is actually pretty high so it’s not as accurate to use the mean as a measure of central location.

Yes I just used statistics for a video game.

I was thinking about using Morrigan to cover Chris’s anti air deficiency. Who do you all think would be a good third?

Honestly from what i know so far you can go with pretty much anyone for your 3rd, another AAA to further help chris, or an assist that further helps his zoning game or an assist that helps morrigan.

Few more things I tested yesterday. Boulder Punch C juggles, I discovered this when X-Factoring his Magnum. Magnum, XFC, (I think I had a :f: + :h: before the Boulder Punch, but I’m not sure now :lol:) :h: BP, level 3 works near the corner. I think you should be able to do :l:, :m:, :h:, :f:+:h:, :l: BP > Body Blow > Heavy Blow > Payoff, :f:+:h:, :h: BP and still get the OTG follow-up. If only I though about this combo yesterday.

I think I comboed into his mine once by accident, don’t know if it is any good (the combo that is), but at least it is fast.

His flamethrower has two phases, one is a button press (:b: + :h:) doing 8 (maybe 9) hits, if you hold the button a little it’ll do 25 hits. The move is super cancellable, if you catch an opponent (even in the air) with it you should be able to land Sweep Combo as a follow-up.

Tried using his :d::d: :h:, and it seems quite useless :shake:. Too slow, to be useful. If only it was a low move, like his :d:+:h:.

Thanks for the heads up Carpark.

Looking forward to contribute once I get the game.

Thanks for all the input bro, good to know we have few agents in the trenches.

Wow, just found out, you can actually detonate Chris’s grenades by shooting them with his gun command normals and shotgun. This is actually useful for his :h: Grenade (takes too long to explode).

Tried the combo above, the stun rod messes up the combo in the corner, might connect if slightly away from the corner. Anyway, the damage for :l:, :m:, :h:, :f:+:h:, :l: BP > Body Blow > Heavy Blow > Payoff, :h: BP, Satellite Laser is 868,200 (on Taskmaster if that matters).

Damn, my fingers hurt after all those Phoenix combos. Anything I should try? I’m running out of ideas. I could obviosly do some assist combos, but most of them end up being> call OTG assist> Launch into Air Series/Sweep Combo.

Flamethrower is pretty baller. It does 1,800 minimum damage per hit, so if you can manage to end a long combo with it that’s an extra 45,000 damage. Beyond that, though, X-Factor increases minimum damage by a ridiculous amount. lvl1 XF makes flamethrower do around 300k minimum. If you wanna just kill a character, land a hit, xfactor early, and do a normal combo ending in flamethrower. Shouldn’t even need a meter, you can pass 1mil easy.

I prefer the Specer assist that forces the opponent to stand. You can OTG shot + Spencer and combo in to full grenade rounds super. Can follow that up with Magnum in to lvl 3, but it has tight timing.

Wow guys thanks so much for all the feedback, good to know you can shoot his grenades to make em explode early and im liking what I hear about his flamethrower more and more. As for stuff you should try carpark, can’t really think of anything at this point lol, but how is chris when it comes to DHC’s? His grenade launcher doesn’t look like it lends itself very well to DHC’s so if you could test out any characters he DHC’s well with it’ll be much appreciated. Other than that, just waiting for the game to drop so hopefully we can see some high level chris play.

I think the dhc of choice would be sweep combo. I can’t think of any hypers that leave the opponent grounded for the first nade to freeze em. Dhcing out of him is godly though imo. Maybe a beam hyper off nade hyper. I’m just throwing stuff out there.

Yea I figured DHcing out of him wouldn’t be too difficult, but yea I don’t think he will be able to DHC into the grenades, just the sweep and even then can’t think of anything of the top of my head. Plus I can’t wait for the game to drop simply because I am yet to actually see this amazing keep away everyone says chris is capable off.

Well, if this is ANY consolation…if you get every hit from the Level 3 to connect, it does 445K…

Could you possibly throw grendaes in air then shoot them for air zoning?

Wow, thats more than magneto’s. And it seems he might have practical combos into it, so good shit.

@cosmothehound: I don’t think so, at the speed the game goes that strategy seems a tad bit slow.

nades will hit the floor before you can react

What are the combos that can connect to his level 3? With the brief time I had at a GS that had this, I tried comboing his Boulder Punches into his level 3… but when I did the “Laser Reticule” would go off screen? You need to spam that shit hard though to continue getting the OTG combo of that thing.

Also… His Grenade Launcher Hyper is CRAP! Why is it so damn dependent on the first hit?! Even if you combo it and the enemy is airborne, he wont properly freeze correctly and the enemy will stand up unharmed in range of a counter attack. Sometimes even the part that falls down won’t hit depending on how fast the enemy reacts. >_<

His stun rod hyper seems to be more useful because of how much Grenade Launcher Hyper has failed me.

yeah, that grenade launcher hyper is such ass. it makes me mad. patch in AHVB pl0x