Okay, Chris’s flamethrower isn’t that great but his Air Shotgun is as good if not better than haggar’s pipe if you can do it consistently.
I’m pretty sure Chris (or any character, for that matter) can air throw against characters that teleport above him (Dante, Dormammu, Phoenix). Trust me, you can easily put the read on someone wishing to teleport and go for the air throw.
Air throws are active in 1 frame, so there’s no move your opponent can follow-up on after teleporting that’ll stuff your throw. The only thing the teleport player can do it Break Away (tech out), which can be good or bad depending on the situation. Also, don’t jump and mash H for the air throw. You’ll whiff and remain stuck facing the opposite direction until you land, which can be disastrous. If the air throw puts the opponent in the corner, follow it up with d+H OTG, s.L, c.M, S and go from there. Once you condition your opponent to not teleport as often, you can resume your strategy.
Chris vs. Dante is an interesting match-up because, through my experience, they both struggle for that mid-range position. If Chris has control over mid-range, he can set up land mines, grenades, and shoot guns to move Dante further back and zone. If Dante has control over mid-range, he can set up attacks to move in and go for the kill. From a Theory Fighter standpoint, this match-up seems in favor of Dante because Chris’ poor mobility makes it a lot easier for Dante to close the gap and set up ambiguous cross-ups and such. I haven’t even mention Dante’s annoying Devil Trigger (X-Factor level 0.5).
No one has perfect execution, though. So my game plan at this point is to: 1.) Get Chris out of there. 2.) Old-school defense (blocking, throwing) until Dante does a move that puts him at negative frame advantage and punish accordingly with a 100% X-Factor combo. I don’t even care if I blow my X-Factor away as a level 1.
even on wesker gunshot hit, you can just hit him out of most htings
air teleport - launcher anti air
ground teleport - cr.l or cr.m
I… of course. Obvious solutions. Major oversight on my part. ^^;
Can chris hit confirm a full screen magnum into his lvl 3? Been wondering, cause that would make him a serious threat to assists I think.
He can do that, but he has much better punishes than that. I might make a vid today/tomorrow.
I think so, correct me if I’m wrong
I can’t really seem to find any other assists that help Chris other than Haggar’s or Sentinel’s.
Beams are mad annoying in this game. Good thing you can prone under them.
Oh really? Well then I will be waiting anxiously for this video cause I thought that would be like the ultimate assist killing technique.
@Linari: Try a beam assist of your own, doom rocks will probably help aswell, and I think ammys cold star should help chris. Oh and don’t forget trons flame assist, that thing is amazing. Oh oh and morrigans/ryus uppercuts are also helpful.
So played in a mini Wal Mart tourney today…no really good players, but there was one guy who picked Sentinel and got the jump on me…feel like a punk lol
I used Chris, Trish and Wesker, which I had only been really using in training, but they worked out really great.
Someone needs to stick that frame data up on the first page, or I can stick it in the combo thread. I’d rather not have important info like that be lost in the pages
I am liking Chris and thinking he is cool but I don’t see how he is a good at a higher competitive level all the video footage i see if always of him losing or his team really did everything and he maybe finished someone off. Just some thoughts… I would like you guys input.
Judging from what I’ve seen and my experience, I understand completely how you would think that way. However, I’m finally seeing some results from my efforts to get Chris work.
In higher play, you have to defend yourself a lot as Chris. His defensive options are not that strong. Putting out a landmine for breathing room is your most important priority if you’re trying to fend off rushdown.
That one landmine you place can result in more than half your opponent’s life. That’s the true power of Chris. If they make one mistake and run into your mine that you placed, you go for a combo.
If you can get more grenades and mines on the map, you can begin your offense with jumping shotguns or jumping 2C. Deals good chip, has great frame advantage on hit or on guard. If you can get a combo down, that’s a huge amount of life down. Chris’ combos are surprisingly powerful.
He’s also not meter reliant to perform combos, so if you have someone on your team that is notorious for burning meter but can’t build meter terribly well (good example is Phoenix and Sentinel), Chris makes as a great battery character.
Not to mention the chip damage on his attacks are incredibly intimidating.
He can be hard to play in competitive scenarios from what I’ve seen, due to you constantly having to ward off attacks and anticipate teleports. It’s incredibly difficult if someone rushes you down with let’s say… Zero backed up with Sentinel alpha assist. He’s hard, but he has a lot of potential.
this is some good information I feel like if the other team has a sentinel drone assist that is really viable and then rushing you down with someone like dante it’s like he get’s into this spreading cheeks mode. It starts right off the break of the match people are walking you down. If he can keep lets say wolverine away then it’s easy win for him until he breathes on him. I also saw Sanford Kelly in the lab with him on youtube. Now sanford is known for good zoning but even he fell to this same type of bull dog playstyle. I just get concerned while i am playing Chris. that I don’t necessarily have with out people. However he still seems fun.
if you want to kill assists with chris…
confirm a ground magnum hit on the assist
call out your own assist to cover you
shoot the assist with air magnum til they die
yes, a ground magnum can be combo’d into lvl 3 satellite (hold H until reticule appears). at fullscreen, it is better to do
magnum>dash jump forward lowest air magnum>ground magnum>lvl 3
at mid screen or so you can do
magnum>dash jump forward>air magnum>(c.M st.H) fw.H>qcb+h>satellite. with assist you can do launcher into bnb into OTG 2c with assist, and them H boulder punch into satellite
ps:jump>immediate j.H into delayed j.S is an instant overhead comboable into BnB of choice on sentinel
I am really liking chris, I played at a tournament last night with decent level play, I ran chris/akuma/haggar. The one thing I took away from that tourney is, at least while your learning chris, haggar is an absolute must have. I either had a landmine on the ground or haggar ready as an assist at all times, because once people got in that ass it was very hard to deal with all the mix-up particularly since im not yet accustomed to blocking in marvel. The akuma assist helped me out against people who had faster projectiles since when times right it went through most projectiles and chris could get free chip if it was blocked or hit a magnum if it hits.
The one thing I needed to learn was comboing off haggars assist and mines because I think that will be chris’s main way of getting damage since his normals leave a lot to be desired, I had no idea chris could juggle off a mine but some dude showed it to me after i was eliminated(naturally). But if anyone has any input on fighting wesker, please share, I am incredibly free against wesker, I know how to deal with faster projectiles, I know how to deal with teleports, but good lord I cannot deal with a fast projectile and teleport.
Learning the range of his guns also seems very important, his shotgun keeps out jumpers surprisingly well, whilst his magnum sends people to the other end of the screen even on block. Overall I still like chris and am looking forward to learning how to use his other tools like his grenades and his jumping gun shots.
Oh and @shottanumis: Sanford dropped chris, just thought id let you know. It wasn’t really working out for him.
I never read that anywhere who did he pick up out of curiosity. " senses probably magneto. this game seems like anyone can potentially be good though.
Yea I think the one thing that justin showed at wednesday night fights was that, if you are better than your opponent, I honestly think you can beat them with pretty much any team so long as its a well built team. And sanford plays hulk/storm/sentinel now, very disappointing but w/e, I kinda saw it coming seeing how he was getting raped by everyone.
I’m really struggling with Chris, getting the hang of his guns and mounting an offense with him i just can’t do. Oh and i terribly suck at being consistent with his Magnum OTG.
Well I wouldn’t say Im good with chris, but I think Im half decent with him. Your gameplan changes depending on the match-up(naturally) if your opponent has a fast projectile, your gonna need a second assist to cover chris while he is “reloading”, on the other hand if your opponent rushes down a lot then you should always have a mine ready. Also try to get the hand of the ranges of his guns, from just under mid screen against anyone with a tri-dash never use the machine gun/magnum, I ate a good number of magneto combos yesterday cause of badly spaced gun shots.
If you can learn how to perform jump back shots, particularly jump back shotguns, it really helps against jump ins cause of the range of the shotgun. Im still getting used to the mobility in this game(SF 4 player) but I think when people start super jumping to try to get in you could probably just dash under to avoid getting cornered. Flamethrower is really good against predictable jump ins and you can cancel into his sweep combo.
Like I said in one of my earlier posts I don’t really have any uses for his M and H grenades yet, I occasionally toss out a flame grenade on incoming character just to get a little chip when they are coming in but overall I barely use either grenade. Also you need to learn to hit confirm your combos off land mines and your assists, its really crucial, and probably one of the reasons why I lost last night.
Thats all I have, hopefully I was helpful. Check out the last 2 pages, cosmo-something and carpark posted some good stuff there as well.
I finally recorded the video with Magnum follow-ups. Nothing fancy, mostly things I actually do during the matches.
[media=youtube]Ei04alW6O-w[/media]
This is also my new team (I’m pretty garbage with Wesker anyway), it kinda reminds me of B.B Hood-A/Juggernaut-B/CapCom-B team in MvC2, but not as good, becaue of how hard it is to build meter in MvC3. On the plus side Chris can actually fight, not just build meter. There’s also one more follow-up I use that is not listed in the vid. If you have 3 bars, after a fullscreen (zoomed in) Magnum you don’t need to do two more Magnums against a single character (it is quite hard against some), you can just do dash in into :f:+:m:, it will do pretty much same damage, because Dormammu’s flame will catch them before they hit the ground (it will do more hits this way). I also need to test this against midgets, and big characters. If only there was a way to use 2 character team hyper combo with three meters, that would be sweet.