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

In my experience, you have to pull the reticle back during the hyper cutscene, and that’s how you can hit them in the corner. Could be wrong though.

Guys mind helping me with my Chris Game?
Really have no idea what to do with him besides Machine gun, magnum and flame thrower D:

Well you just need to know what his tools are capable off and good for, and adapt accordingly to your match-up. Chris’s guns beat most projectiles but have horrid start up, so obviously against someone like sentinel you don’t wanna stand full screen spamming projectiles. His flamethrower makes an awesome AA and does ridiculous chip, while his mine stops all tri-jump shenanigans, so against a rushdown character you know what you need to do. Plus he can cancel his flamethrower into his sweep combo hyper so thats some nice damage if you can catch someone with it. Haven’t found any use for his M and H grenades yet unfortunately.

From my little experience playing him i don’t think he is a good character to jump into this game with, he seems a bit difficult to play properly, you have to either perform his air shot early for it to come out or TK it, plus his combos aren’t as straight forward as some other characters. Does ridiculous damage though.

Here’s what I figure. After knocking down your opponent, wave dash and throw a H grenade, I see it as a wall of fire (literally). I try to put as many grenades as I can on the screen while I can. After knocking down my opponent in the corner I lay down a mine and jump/throw H grenade/wait. All those options a great mixups.

The weird thing is, sometimes when I pull the level three, the crosshair starts on chris.

Other times, it starts past the corner and is out of sight until I pull it back on the screen. By then, it’s usually too late to hit someone after a H combo punch.

Was wondering what causes this.

So I came across something kinda of interesting while I was practicing last night with Chris, apparently after a throw you can dash then press :h: and you will go on the other side of the screen. After that occurred I decided to test out a bunch of possibilities and came up with this mix up option for Chris.

NOTE THIS DOES NOT WORK WHEN YOUR OPPONENT IS CORNERED

First things first this option is character specific and doesn’t work on the following people do to the fact there hit-boxes are to long when they lie down on the ground or there hit box is goofy on there wake up.

Capt. America
Doom
Dormammu
Zero
M.O.D.O.K
Thor
Spiderman
Amaterasu
Spencer
Wolverine
Hsien- Ko
X-23
Sentinel
Haggar
Hulk
She-Hulk

Was kinda of upset that it didn’t work on so many people. D:

To begin the set up just throw your opponent then dash( I recommend :m::h:) and press :h: immediately after you recovered from the dash. Of course your opponent has the option of rolling forward, rolling backwards or getting up in a neutral state, this is where it gets interesting.

Opponent Waking Up Neutral

When this happens you’ll end up being on the other side of the screen, if they fall for the mix up then you can hit with :l: or :d::l: to start a combo or you can even use Boulder punches or Grenade L but the safer options are :d::l: or :l:

Opponent Waking Up Forward

If your opponent ends up rolling forward then they actually end up rolling backwards due to :h: having a long hit-box. When this happens you can try and snag a :f::h: as they roll back and launch into a air combo. They are able to block :f::h: but if they were expecting to roll forward then you have a good chance of catching them.

Opponent Waking Up Backwards

Guess what? They end up rolling forwards instead of backwards lol. :f::h: is to slow to try and connect but instead try catching them with magnum or flamethrower. This option is very useful when you’re in the corner because if they try to roll backwards for corner spacing they’ll end up rolling into the corner themselves :smiley:

In the end this can be a very useful option if you do in fact land a throw and I say its worth trying if you want to apply more pressure with Chris. I’d still recommend using :d::h: after a throw just to keep them guessing.

I’ll be exploring other options with this set up and I’m making a tutorial video for it as well.

~Starw!n~

Heres a nice vid of a chris actually winning using keep away, and against sentinel no less, guess ill post it here since it seems no one uses the video thread [media=youtube]HO3uXUXvYm4[/media]

Hey guys, I was playing around tonight and if you have Chris and Storm together, in the corner after a Storm air combo that ends with Lightning Storm, you can DHC into the Satellite Super and you will get all 3 shots in (Once while they are in the air, twice on the ground)

During startup you can hold L, M, or H and the crosshair will start either next to, a medium distance away, or a long distance away from Chris.

People underestimate how good his lvl3 is…it’s pretty amazing. It has invincibility through its entire startup, and each shot has some invincibility until right after it strikes the ground. Basically, any super that people like to chip with that disappears when the attacker gets hit you can level 3 on reaction for free (shotos, Dormamu flame, Taskmaster, etc). Also with some good timing you can go through an entire HSF and hit Sent, which is pretty important since people like to chip with HSF. Also, you can x-factor IMMEDIATELY after pressing a button for a beam to come down and it will still come down. That can lead to some occasional shenanigans or fun, useless combos.

This is on top of comboing for free from magnum and H punches from anywhere on the screen.

Seriously, it’s a good super, try it out.

Am I the only one who thinks that chris can be one of the 5 characters?

He can do extremely well on his own and controls the ground really well.

One of the 5? Like top 5? Eh, that’s stretching it…I think he’s good though. I’m trying to just play with him a lot and experimenting with lots of different characters and their assists.

I thought Haggar and Akuma were going okay with him, but that team’s flaws seem to strike me pretty big now…Chris and Morrigan is the next team I’m going to try, although I’m not sure whether to go with Shadow Blade or Soul Fist as an assist…

This is probably sound scrubby and has probably been found out already but for easy time for Boulder Punching, mash on all attack buttons or set one button to all 3 attack buttons. Makes it SOOO much easier to actually combo the stupid thing than actually timing the shit.

Also using Spencer assist slant version, once you connect the opponent will be back at a “standing” position. Meaning you can do a simple hit confirm combo into Grenade Launcher. I don’t know if the horizontal version will do the same. I tried it a couple of times but if not it turns into a grounded opponent that can only be hit by OTGs.

This is actually quite similar to how I play Chris. Only I do a lot more :f:+:h:, into LP BP and I like regular jump Shotgun. Shame the guy never did any relaunch combos, or Machine Gun after the last grenade (you do know you can follow-up after full screen Grenade Launcher with Machine Gun, guys?).

I concur, I knew it as a good lvl3 before the game was even officially out, right after I discovered you can combo into it after :h: BP. Considering how much meter Chris usually builds, it is never a bad option.

I personally have no problems timing :l: BP (like 95% success rate), and usually no problems with :m: BP (I just use it less).

Now Spencer’s Horisontal Shot will NOT force stand, only the upward one does that. I also suggest using :m: BP (with a follow-up) after you do a relaunch into Upward Shot, especially when close to the corner (the are many possible follow-ups after :m: BP), comboing into Grenade Launcher isn’t the best option during a long combo.

So I’ve been using Wesker for the Jag Kick assist followups you posted, Park, and they’re great, but who are you using as a third? I seem to be having trouble finding someone who compliments these two.

Does anyone else have trouble consistently lading the QCB + L -> M -> H combination punch combo? I found a method that works for me to get it 99% of the time. When I do the QCB + L and hear the “one two” I hit all 3 attack buttons rapidly and the combo comes out. Whenever I tried to do it correctly fast/slow it comes out like 2/10 times. :confused:

Any other tricks people found or is my method the most reliable way ?

Well there are a ton of characters who can be used. I personally use Trish, because her Hopscotch is a good anti tri jump assist AND it allows for nasty double relaunch combos (IIRC 650,000 meterless), although it is fairly difficult to use it for relaunches (very short duration, doesn’t knock down). I also use her as a second character for a better DHC order.

Next: Doom with Hidden missiles. This assist is very slow, but they have limited homing potential, and they do not dissapear even if you get hit, so they can interrupt rushdown attempts. You have to use it early though.

AA assists: Morrigan, Haggar, or Hsien-Ko (armored). I was using Morrigan, and it is very good, but you cannot hit tri jumpers on reaction every time. It is possible timing it a little later, because she will come out even after you got hit (like if you call her just before you get hit). I stopped using her because she still is vulnerable on startup (and Hopscotch is not, unless you are Sentinel :lol:). Hsien-Ko is great and cannot be stopped, but setting her into armor mode is tricky and she’s not that good of a character IMO. I don’t like Haggar’s assist because he loses WAY too much life every time even on whiff/block. And I don’t think he complements Chris well.

Characters that might be good but I didn’t try in actual matches (only training and against AI): Ammy with Cold Star, self-explanatory, and you can afford a low life character with Chris and Wesker. The reason why I don’t use her because she wastes a lot of meter and Wesker needs to use his lvl3 quite a lot (and also because I suck at switching weapons mid combo).
Spencer: many combos involving his Upward Slant Shot assist, Chris doesn’t have many combos on airbourne opponents, so this really opens up his potential. I just don’t like Spencer at all.
Sentinel: I don’t think I need to explain why. I don’t like him, though, because he shares many problems with Chris (teleports>Sent).
Storm: Whirlwind is great, has some good DHC’s, not really sure what else.

Ah, I see. Later today, I’ll try Morrigan out more, and then experiment with Ammy and Spencer. Thanks for the suggestions.

Alright I’m about to head off to work so I’l make this quick.

I currently use Chris B Trish B (Dropped Zero) Wesker B

I start off with chris trying to get a first strike or getting away as fast as possible with push block. If I fight I rush down character I push block + Mines + Trish assist as soon as I can. I then go for chip with grenades or machine gun or magnum depending where they are. if they get tagged or trade while I put the mine down I usually go for an air combo otg jumping mag and put them in the corner.

Now this is where it gets tricky.
Depending on which otg you use, a different outcome will occur. let say you do air combo and relaunch with magnum and knock them back down. if you otg again with a different gun, different things will happen. Jumping shotgun actually forces them to stand up quicker than they normally would. you can either go for a corner throw if you think they go back and relaunch to set the situation or use Wesker’s low shot assist with a jumping S. its pretty much unblockable if you time it right. If you suspect a roll out of the corner, you can hold back and go for the same grab and use wesker’s assist to help relaunch or use the same wesker trap.

If you use the machine gun to otg, they actually do a small bounce and are airborn for a bit. I usually lay mines right away and go for wesker unblockable or use Trish’s peakaboo assist before I otg so they cant hold forward and escape. If you can’t seem to hit them, its still a good idea to go for chip damage.

Magnum doesnt change the situation except deal damage I think.

Usually their character is dead after one reset.

so basically against rush down, Keep away mines guns + Trish assist until you get 1 launcher opportunity.

If they challenge you to a long range fight, there is almost no way you can lose if you look out for certain things. Chris’s machine and magnum beat every other projectile to my knowledge except Ammy’s cold star. Prone shot = best friend against faster shooting characters like Mag and maybe sent. Couple it with Trish’s peakaboo to cover you while you prone if they decide to get cute and go for an air dash. Super jump machine gun is always a good idea to reset the gun fight. But be careful, Chris’s weakness is being in the air.

Aim for a magnum hit if you can, I usually follow up with forward mp at any distance and quickly machine gun for free chip. If they go for sentinel assist, Magnum beats that no problem. Even if there are a couple of drones out, it will nullify all of them and hit sentinal. Just try to have a mine laid down or Trish assist or something before you smack him. Also depends on where the opponent is.

Go for Incendiary grenades when possible. There is nothing better than having a pool of fire on one side and a mine on the other and guns blazing. I always try to have this set up when possible.

dammit I spent a little too much time on this and am late for work. Il try to update a little more

quick notes.

  • Magnum destroys Sent and his assist.

  • Always cover yourself with a mine asap. My main strategy is advance guard to mines.

  • Mines aren’t always reliable and can get destroyed so always be prepared to flame thrower or jump away or push block again.

  • Learn Tragic’s Coast to Coast Combo.

On my my biggest problems is people rolling forward all the time. I might start just throwing out Flamethrower to deter this and push them back.

Also in regards to grenades, flame grenades can be shot early basically creating a sea of fire with varying detonation times.

Basically with Chris you have to make one of your goals making your opponent fear rolling towards you and punish it with impunity.

confirming magnum on assist=so godlike

if you have the right assist, you can basically kill their assist and they cant do shit about it