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 
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 
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 
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:
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
: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 
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 
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
)
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 
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
(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