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

Flamethrower more on ground based attackers. AAA for tri jumpers etc. Spam projectiles when possible. However I like to jump and use magnum or just regular pistol. ALWAYS have landmines. Try to rushdown get a combo in to mixup (it catches people off guard). I also noticed that sometimes your flame grenade can anti air people jumping in. Don’t know how practical it is. But a predictable guy I was playing kept getting hit by it. i’m going to try spencer out. I love the falcon punch so ill be right at home with bionic falcon punch.

Also I havent found much of a use for flame grenades yet. I know people are having successs with them but I cant get the distance down lol.

One more thing. The landmine is very necessary because if you use it preemptively it will almost always end a would be combo of your opponent. I’m by no means a pro (only slightly above scrubby lol), but I’m pretty intelligent and can find workable strategies. I got a sentinel/storm/wolverine to rage quit with landmines and haggar lol. (ALWAYS make haggar third if you use him, his pipe bnb combos completely destroy every character in the game in x factor lvl 3)

Thanks, I figured I needed more super jump gun, especially against characters with projectiles so ill definitely implement more of that into my game plan. Other than that, I think all I need is a little experience, I barely have any time to play so ill just try to spend some time practicing combos and shit whenever I get the chance.

Yea Im still tryna figure out how to use his grenades, the mines are a life saver though I just wish they didn’t explode when you got hit. I run chris and haggar, that clothesline assist is a freaking God send. Im still trying to figure out my 3rd character though, a bit torn between amateratsu, storm and akuma. Akuma seems to DHC pretty well with chris(in theory, im yet to actually test this out) plus with meter he can tear through assists, but I really wanna play ammy and storm as well. sigh decisions decisions, if only i owned this damn game id have more time to test all this shit out.

Oh well thanks bro, ill just play around and hopefully figure something out.

Nah no super jump shooting. Your a sitting duck if you do. Just do normal jump magnum shot. Gotta be real quick with the input though or else shot doesn come out.

Oh really? Ah yea, if u super jump you leave the ground open for mags n x-23’s to wave dash in and eat your ass alive. Cool so ill practice my jump shots.

Btw anyone know if land mines hit low? They look like they should but u never know in this game.

I play him like Guile. Not just zoning with guns (because he has no “Tiger Uppercut” to make you scared of jumping), but using his guns to chip, and to approach. Superjumping is important, especially for defence. I like to use sj. Machine Gun, it is rally great at stopping movement, and sj. Shotgun if the opponent is in the air. It is also necessary because of the angle of Chris’s guns, but you can also use his :d:+:h: in the air if they are close enough, it does very decent damage. As far as killing assists I say Chris is the best assist killer in the game. There are tons of situations where you can kill their assists, even things like random Magnum into lvl 3 fullscreen. I don’t have much time now, but I’ll do a better write-up later on.

Good thing to note is depending on your team you can do his bnb, c.m, s.h,f+h,s,m,m,h,s,j.magnum,f+h xx H-Body blow; Now if you dont have the level 3 for the kill, you can just do his THC. like My team is Dante chris, so a team combo will do 800+ with just 2 bars, you can also cancel the df+fp otg shot into thc, so if you land a throw and have a backup that makes your thc combo you can actually get big damage from anything even full screen magnum into 700+ damage. Pretty cool, maybe old. Any way, love chris wish he had an overhead :o

lol Magus, you on the chris train?

I’m gonna try superjumping. But can’t you not block after machine gun while in air. Wouldn’t that just leave you open to eating a free beam hyper or sent force. Etc?

Well, you don’t rely completely on sj Machine Gun - you have to pick and choose when it is going to be safe to use it. Also, in most cases your opponent will have to block or get hit by a few of the bullets, making their reaction time slow. The high angle that the bullets come out at combined with the movement of your sj arc makes it harder to dodge than it first looks, and multiple bullets can hit point and assist characters. You can also vary using the Machine Gun at the start of a sj or at the end of one for different timings to catch people out on potential counter-attacks.

Machine gun has the most startup out of all the Gunfire moves (at least I think so despite having no access to the official guide), but it has a really fast recovery, and the bullets are REALLY fast (you will hit the opponent more times than say with Deadpool’s :qcf:+:l:), meaning the active frames are also quite fast. Unless you are up against Iron Man (upward Proton Cannon) or Magneto (Gravity Squeeze) you will NEVER get hit before you can block if you activate the Machine Gun near the top of your superjump. Even Magnum is unpunishable during superjump, but it is quite a bit more difficult to actually hit an opponent with it.

BTW, if somebody has access to the official guide, please, post the frame data here, it will help a lot.

I might pick up the guide today just to give me something to read, if i do ill gladly post all his frame data and any other interesting tid bits of info I find. Thanks for the input carpark, hopefully it’ll come in handy.

Hell ya! I love chris, he’s a little difficult to play in this game where everyone is flying and teleporting, but he has a ton of good tools. I also love that he’s like this normal dude in a game with all these mutants and beam shooters :stuck_out_tongue:

Chris Frame Data

Standing Basic Attacks

Standing :l:
Hits: 1
Damage: 48,000
Startup: 6
Active: 3
Recovery: 11
Advantage on hit: -1
Advantage if guarded: -2

Standing :m:
Hits: 1
Damage: 65,000
Startup: 8
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4

Standing :h:
Hits: 1
Damage: 80,000
Startup: 10
Active: 3
Recovery: 21
Advantage on hit: -1
Advantage if guarded: -2

:s:
Hits: 1
Damage: 80,000
Startup: 9
Active: 4
Recovery: 27
Advantage if guarded: -9
note Launcher, not special or hyper combo-cancelable

Crouching Basic Attacks

Crouching :l:
Hits: 1
Damage: 45,000
Startup: 6
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4
note Hits low

Crouching :m:
Hits: 1
Damage: 80,000
Startup: 8
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4
note Hits low

Crouching :h:
Hits: 1
Damage: 90,000
Startup: 17
Active: 2
Recovery: 19
Advantage on hit: +2
Advantage if guarded: +1
note Hits low, OTG capable, inflicts chip, not projectile or hyper combo-cancelable, has 3 low priority durability points

Aerial Basic Attacks

Air :l:
Hits: 1
Damage: 50,000
Startup: 5
Active: 5
Recovery: 19
note Overhead

Air :m:
Hits: 1
Damage: 70,000
Startup: 8
Active: 3
Recovery: 27
note Overhead

Air :h:
Hits: 1
Damage: 90,000
Startup: 10
Active: 3
Recovery: 26
note Overhead

**Air ** :s:
Hits: 1
Damage: 85,000
Startup: 11
Active: 3
Recovery: 32
note Overhead, slams opponent to the ground\

Command Attacks

Standing :f::m:
Hits: 1
Damage: 90,000
Active: 4
Recovery: 22
Adv. on hit: -3
Adv. if guarded: -4
note OTG capable, inflicts chip damage, not special or hyper combo-cancelable, has 3low priority durability points

Standing :f::h:
Hits: 1
Damage: 90,000
Startup: 15
Active: 3
Recovery: 25
Adv. on hit: -5
Adv. on guard: -6
note Inflicts chip damage

Standing :b::h:
Hits: 9-25
Damage: 110,000-166,800
Startup: 20
Active: 17
Recovery: 22
Adv. on hit: 0
Adv. if guarded: -1
note Inflicts chip damage, button can be held for extra hits, not special cancelable, beam durability: 60 frames x 1 low priority durability points

Air :d::h:
Hits: 1
Damage: 90,000
Startup: 15
Recovery: Until landing
note Inflicts chip damage, not special or hyper combo-cancelable, projectile has 3 low priority durability points

As a Partner-Crossover Assists

Type Alpha - Combination Punch :h:
Hits: 2
Damage: 112,000
Startup: 34
Active: 2(16)2
Recover (this assist): 134
Recover (other partner): 104
Crossover Combination Hyper Combo: Sweep Combo
note Unrecoverable knockdown

Type Beta - Gun Fire :m:
Hits: 8
Damage: 125,000
Startup: 49
Recover (this assist): 114
Recover (other partner): 84
Crossover Combination Hyper Combo: Grenade Launcher
note Each projectile has 1 low priority durability point

**Type Gamma - Grenade Toss **:l:
Hits:1
Damage: 117,000
Startup: 41
Recover (this assist): 116
Recover (other partner): 86
Crossover Combination Hyper Combo: Grenade Launcher
note Spinning knockdown, projectile has 1 low priority durability point

Special Moves

Combination Punch :l:
Hits: 2
Damage: 104,000
Startup: 10
Recovery: 21
Adv. on hit: -1
Adv. if guarded: -2

Body Blow (During Combination Punch :l:)
Hits: 1
Damage: 50,000
Startup: 12
Active: 3
Recovery: 26
Adv. on hit: -3
Adv. on guard: -4

Heavy Blow (During Body Blow)
Hits: 1
Damage: 60,000
Startup: 13
Active: 3
Recovery: 30
Adv. on hit: -5
Adv. if guarded: -6

Payoff (During Heavy Blow)
Hits: 3
Startup: 15
Active: 3(18)3(17)4
Recovery: 21
Adv. if guarded: -3
note 2nd hit knocks down opponent, 3rd hit wall bounces

Combination Punch :m:
Hits: 2
Damage: 122,000
Startup: 10
Active: 2(24)3
Recovery: 22
Advantage if guarded: -3
note First hit staggers opponent, 2nd hit knocks down

Magnum Combo (During Combination Punch :m:)
Hits: 1
Damage: 150,000
Startup: 22
Recovery: 34
Advantage if guarded: -12
note Wall bounces opponent, unrecoverable knockdown, projectile has 10 low priority durability points

Combination Punch :h:
Hits: 2
Damage: 131,000
Startup: 10
Active: 2(16)2
Recovery: 41
Advantage if guarded: -20
note Unrecoverable knockdown

Grenade Toss :l:
Hits: 1
Damage: 130,000
Startup: 17
Recovery: 41
Advantage if guarded: -7
note Spinning knockdown, land mine is created on 15th frame, land mine explodes on contact, or persists for 90 frames before detonating, land mine can be detonated by projectiles from either player, and also detonates whenever Chris recieves damage, explosion has 1 medium priority durability point

Grenade Toss :m:
Hits: 1
Damage: 150,000
Startup: 20
Recovery: 25
note Grenade detonates after 90 frames, can bounce off of walls, can be detonated by projectiles, and also detonates whenever Chris recieves damage, causes spinning knockdown, explosion has 5 low priority durability points

Grenade Toss :h:
Hits: 1+5
Damage: 130,000 + 61,300
Startup: 25
Recovery: 26
note Grenade detonates after 120 frames, can bounce off of walls, can be detonated by projectiles, and also detonates whenever Chris recieves damage, explosion causes spinning knockdown, creates flame pool upon detonation, flame pool lasts for 120 frames, explosion has 1 medium priority durability point, fire pool has 5 flames with 1 low priority durability point

Gun Fire :l: (In air OK)
Hits: 10
Damage: 133,400
Startup: 25
Recovery: 30
Adv. on hit: +7
Adv. on guard: +6
note On counterhit will stagger the opponent if the first hit is a headshot, each projectile has 1 low priority durability point

Gun Fire :m: (In air OK)
Hits: 8
Damage: 120,900
Startup: 25
Active: 13
Recovery: 22
Adv. on hit: +1
Adv. on guard: 0
note Fires 8 shots, each projectile has 1 low priority durability point

Gun Fire :h: (In air OK)
Hits: 1
Damage: 150,000
Startup: 22
Recovery: 34
Adv. if guarded: -12
note Ground version wall bounces opponent and causes unrecoverable knockdown, air version bounces opponent, projectile has 10 low priority durability points

Prone Position
Startup: 27
note Can move left or right while in Prone Position, exit Prone Position by tapping up on the controller

Prone Shot (During Prone Position)
Hits: 1
Damage: 90,000
note Not hyper combo-cancelable, projectile has 3 low priority durability points

Hyper Combos

Grenade Launcher
Hits: 4
Damage: 343, 700
Startup: 15+4
Active: 111
Recovery: 36
note First hit incapacitates opponent for 113 frames, does not incapacitate airborne opponents, 2nd hit causes spinning knockdown, 3rd hit causes knockdown, 4th hit causes spinning knockdown, and has homing capability, each projectile has 1 high priority durability point

Sweep Combo
Hits: 22
Damage: 290,400
Startup: 10+2
Active: 4(10)3(27)8(27)17(20)7(43)20
Recovery: 53
Advantage if guarded: -31
note 2nd hit floor bounces opponent, 21st and 22nd hits cuase spinning knockdown

Satellite Laster (Level 3 Hyper Combo)
Hits: 27
Damage: 445,500
Startup: 35+1 (Lock on 14)
Active: 37
Recovery: 43
note Invulnerable for (35+7) frames, creates a cursor to aim Satellite Laser, pressing any button fires, allows three shots within time limit, each shot is OTG capable, time limit is 260 frames, each shot has 20 frames of start up, each projectile has 1 high priority durability point

X-Factor

Lvl. 1
Damage: 135%
Speed: 105%

Lvl. 2
Damage: 175%
Speed: 110%

Lvl. 3
Damage: 210%
Speed: 115%

Overview

Vitality: 1,100,000
Chain Combo Archetype: Marvel Series

New combo, not really practical, but I just couldn’t resist :bgrin::

[media=youtube]Q7JX0sbB0y8"[/media]

EDIT: Great stuff KingHippo42 :tup:

Chris was not joking about his opponents eating lead, that was so sick! I suck with Chris it’s official can’t OTG with his Magnum if my life depended on it.

I can’t really figure Chris out, I end up giving in after fending off rushdown for a bit. What really gives me problems are teleport characters, which I think all Chris players share a common disdain for. I run a team of Spencer/Chris/Sentinel and Chris always becomes a liability.

There are sometimes where your opponent’s rushdown is too fast to effectively set a mine. Not to mention, the mine will not hit those behind unless you move a few steps forward, so teleport characters give me trouble. I can handle Tri and Square jumpers fairly well, but if they are really fast, sometimes it’s difficult to get the mine out.

His offense seems meh. I’m fully aware of the crazy damage he can do, but I find landing his normals to be difficult. I usually dash and c.L to start a combo string.

So the question I have is, when do you go offensive as chris and how do you do so? How do you ward off teleporters like Wesker or Dante?

I have exactly the same problem. Dante and Magneto are giving me headaches, especially Magneto’s lvl3

Nice job KingHippo42. You forgot the startup on 6M and the startup/recovery on the prone shot, but otherwise it looks great.

I also found out how much the maximum scaling is for Chris. Normals/launcher scale to 5%, specials (all moves that do chip count) scale to 10%, and hypers scale to 40%. In X Factor the maximum scaling for all moves is half the power boost % (62.5, 87.5, or 105). It’s not super important, but it’s nice to know. For example, after 12 hits in a combo they would take more chip damage from your specials than damage from getting hit.

On a somewhat random note, if you are using the combination punch assist Chris’s crossover counter beats supers clean when close. I doubt it’s worth using just for that, but I thought that was pretty neat regardless.

Anyone can correct me or elaborate if they want to, but this my general advice based on what you’ve said.

c.:l: sucks for me, so I use c.:m: instead. It has more range and I find myself being able to hit-confirm a lot more combos if I simply don’t use c.:l: at all. :dp::l: is your main defense against rushdown characters and characters who can teleport like Dante and Wesker.

If they get in, try and push block them out and :dp::l: as soon as you can. :dp::h: helps a lot too when you’re able to get it out because you can make a wall of flames to protect yourself.

Characters without teleports can have their jump ins beat out a lot of times by :b::h: used as a ghetto anti-air. Even if they block it it does a lot of chip damage.

A Wesker or Dante not teleporting intelligently will usually fall into a mine or flames trying to get to you. A lot of matches I’ve played against Dante/Wesker had him teleporting behind me and starting a combo, only to get counter hit out of it by the flames left behind by a Incendiary Grenade I threw out earlier. (I’ve also push blocked them into flames as well) When they’re standing pinned in the flames, you can get a free combo and time to set up a wall of defenses with your mines, flames, and gun fire for them to get by again.

When I think my opponent is going to call out an assist, I’ll fire off a magnum shot. You’ll be surprised how much it catches them. I know I was. Does a good chunk of damage too.

He’s a video of my terrible Chris on point against a Dante and Wesker if you care to see it. I made a lot of mistakes, but I think I generally did alright.

[media=youtube]S94ZXLR3JYQ"[/media].

The mines have a surprisingly large hit box, they usually hit people in front or behind me tbh, so I always make sure I have one down. Secondly I run haggar so even if they manage to get in, I just call him out(carefully though you don’t want him and chris to get caught in a combo). Best thing about that assist is chris can combo very easily off it, and magneto n dante both lack hit points so one or two combos off haggars lariat and they should be dead.

Wesker is a problem, his gun does a nice amount of damage and unlike dante and mags he actually has a good amount of hit points. With that said he still loses to haggar and mines, and his gun won’t beat any of chris so long as chris can actually fire one off. Plus wesker has to be up close to really hurt chris so I think chris should be able to go prone to avoid weskers shots and protect himself with haggar. That just my though.