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

I think Chris can definitely play keep away, it’s just we need more time to learn his best tools and setups for keep away and lock down. I think his :d: :h: in the air + sent’s drones assist setup is so :clown:, it reminds of falco’s shl (sorry for the smash reference).

Just wanted to add to this, but not only can you cancel the last grenade hit into mines, you can also dash in and launch your opponent after the last hit in the corner, though the timing is strict and honestly it might be better to just put up Chris’s corner shenanigans.

The problem with Chris’ keep away is that it loses to any other zoning character. Those characters are just too good at eating you up from the gigantic space that Chris cannot cover outside of machine gun/magnum. Even just a good fast horizontal beam will shut down a lot of what Chris can do. That’s not to say these characters are unbeatable…you just have to then rely on more up close stuff and that’s…not so good. Luckily we have three characters, though!

Gotta say… that Flamethrower is DELICIOUS. I’m finding Chris good as Chip damage dealer.

Agreed, the flamthrower is so good, his c.m and f.h are also pretty good pokes and lead to some good stuff if you land them. I honestly think chris is best at mid-screen zoning, he doesnt have almost any get off me moves, so if hes in the corner he has to use assists. Also wanted to post if people have been using his backwards wavedash, he can wavedash back and forth pretty damn fast, and when i was wave dashing back it was really quick. Hope everyone else is finding good stuff like that.

Also one thing I noticed is that even a fucking rushdown character like magneto completely shuts down chris keepaway with emp blast or whatever the fuck its called. That’s just not fair :frowning:

down down C is your friend against fast projectiles.

That and you can duck under most projectile beams from people who are not pure keepaway, so wait for the opening and just use the magnum. that and down down C haha.

That beats most keepaway. But magz will just rush your ass down if you go into prone. I said a few pages back that prone should work wonders against arthur, modok, etc.

Remember the prone stance, I think its supposed to help chris against characters who have fasta projectiles. Besides I think chris’s projectiles beat almost every other one in the game once they are out, so i guess to balance it out they gave them slower start up.

Yes, but you can get up almost immediately, magz will rush you down prone or not, but he can’t spam disruptor against Chris, that’s the idea.

I’ve been in the lab with chris for quite some time. You can combo from anywhere (mid screen, or on the wall) if you hit any magnum (air OR ground). If you hit a ground magnum midscreen, you have to dash immediately afterwards, jump into an air magnum, then dash forward when you land and do an :h: > :f::h: > :s:. If you hit an air magnum just dash forward into :h: > :f::h: > :s:. If you have them against the wall, you can pretty much take out all the dashes.

The timing is pretty tight, though. I’m still perfecting it.

Eh I’m still worried about magz vs chris. How good is the recovery for getting out of prone.

So, I’m having trouble against Ammy. Her hitbox does some strange things to some of Chris’s tools. Flamethrower whiffs if she’s crouching, although this is true for all of the short characters. If she’s standing and blocks, it only actually connects 2 times, reducing its overall chip significantly. Also, bizarrely, if she crouching blocks machine gun fire, only one hit will connect, making a normally safe move extremely unsafe. The only thing I can think to do is to abuse shotgun and prox mine, maybe some f+m and j.d+h and hope I can keep her out, since the chip damage game is almost completely out the window with her.

So, yesterday I connected two jumping shotguns and did a 20 hit combo lol. I’m fairly certain it was done without assist but MvC3 is rather chaotic so I could be wrong.

There’s a chris in the finals in a PS3 gamefaqs tourny. Some players are pretty good from what I here. Not sure if there’s vids but im going to talk to the player on how he plays. Hopefully I’ll get some good info on playstyle.

EDIT: The chris won the tourney. The dude says he doesn’t zone at all. He fights with him closeup lol. Throws grenades when opponent was running away. Not much else from him. Oh well.

I can see where he’s coming from. All the combos I do with him (even midscreen ones) do 550,000+ damage without using any meter. His corner combos do even more. I just need to find someone to use all the meter I build up because I can’t for the life of me use it on Chris.

Im using storm for that purpose, her projectile should help cover chris when he is prone/throwing nades/setting mines/throwing flame/chipping away with any of his guns. And we all know how delicious hail storm is, plus chris’s guns can cover storm while she is setting up that hail storm.

Spencer is my meter burner, I just use Bionic Lancer to punish random things from half screen

Btw someone asked about wesker a bit back, well this might be old news but i just learnt that weskers teleports are spacing dependent not relative to where your opponent is. So if you learn the spacing you can kinda weigh whether or not he can get in on you with a teleport and as such whether to dp or drop a mine.