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

I do agree that haggar is a terrible anchor, but I guess its the price you pay for an awesome assist. But I honestly don’t think mags is such a bad match up for chris, yea his mix-up game is crazy but thats what he is good at, when it comes to disruptor spamming, I usually just cover chris with akuma and blast some sense into the magneto player. Once mags gets into a certain range though, using any gun other than the shotgun becomes dangerous so I usually just call akuma assist and if he jumps over it I shotgun/flamethrower him depending on the range. Finally when he does get in, I call haggar(but not spam) and lay down mines and shit.

What makes mags easier to handle than wesker for me is there is only one way mags can approach you and that with a frontal assault. Wesker on the other hand can appear in front, behind, or above you and since its a teleport, its not telegraphed and you simply have to guess. Plus magneto dies a hell of a lot quicker than wesker, one mine into a bnb and mags is either dead or very close to it, where as wesker shares the same health as chris(I honestly don’t see why this was thought to be a good idea)

Yah thats true but i guess its not just mags by himself its mags + Sentinel Drones that gets me but i do have trouble with wesker too just not as much as mags

I played Wesker and believe me he needs the extra health. To beat Wekser you just need to play with him, at least for a few days, he is actually fairly limited. Learn the distance on his teleports and react accordingly. At ceratain ranges he can’t do much, especially against ariborne opponents. Seriuosly he’s almost free against s.J back Shotgun/Machine gun.

His Disruptor might be spammable, but it’s not just Chris who has troubles against it. To stop it just s.J Machine Gun, random Magnum checks help too, but be careful with those. He might spam his EM Disruptor on the ground, but the air version is actually horrible. The recovery is so much worse than the ground version. I also disagree about his tri jump, it is not that good, he has to do it from the full jump, so just pay attention. I’m actually more afraid of Iron Man, his Tri Jump is Godlike. He can actually land a medium from a very short jump.

Gratitude carpark, ill definitely try out more jump back guns against the bastard. And yea you do have a point, a characters flaws never seem more apparent than when you start to play them, Ill probably start doing that whenever I find a character that gives me headaches.

@Chronos: Im telling you man, magnum will keep them from spamming any projectile, just keep your ears open for magnetos assist call and feed him and sentinel a magnum shot. The only time the drones give me any issues is when magneto is in that ass mixing me up with the drones. But hey this is what these forums are for right? Sharing strats and seeing what works. Im definitely gonna try tron out on my team, apparently her assist can act as a shield so ill test that out next time i get my hands on the game.

magnum is too slow compared to disruptor/wesker gunshot…

i think wesker gunshot actually clashes with magnum. it also blows up chris’s mines.

definitely bad matchups for chris.

Pick an assist that covers chris from other projectiles I can’t re-iterate this enough, you cannot play chris without one imo, any character with a projectile will rape chris cause all his guns have mad start-up. Akuma/sentinel/storm/modok/and I think haggar & tron are a few that have priority over projectiles and as such will cover chris. Also weskers gunshot does not clash with chris magnum, there are very few projectiles in the game that actually clash with the magnum and im 100 percent sure weskers gun isn’t one of them.

Interesting and probably useless information:

Lvl 3 hyper has invincibility while firing. So by activating lvl 3 right after an opponent’s hyper, you get free damage. The timing is a little strict as you have to fire off the laser right after activation to get the invincibility, but it’s funny beating out dormammu’s chaotic flame super. I only tested it out on Dorm, Trish and Ironman, but it worked on all 3.

I activate my hyper right after their animation ends, and I hold the appropriate strength to lock on their position right after hyper activation. I then mash right after my own animation ends to make sure the laser fires off in time. Also works with x-factor for some potentially serious damage.

They can escape this through an XFC of their own, but the odds of them activating just to avoid your hyper would be small.

Meh, enjoy!

Edit: Can also be activated off his prone position. So if they try to hyper you while you’re prone…shove it back in their faces!

You sure you can activate it during prone position? That’s really good news if true. I keep getting hit by random hypers when I go prone in projectile wars so this sounds like a lifesaver.

What anti-airs does Chris have against someone jumping close to you? Flamethrower is not very good at this range. The only thing I can think of is place a mine and hope they fall onto it. His launcher can anti-air but following it up is often difficult.

Mostly just for conveniences. I frequently drop the combo where I do the full air combo (M,M,H,S into jumping magnum), so I just do it in the air as I find that more reliable.

It doesn’t make a huge difference in terms of damage due to scaling.

Can someone tell me how to do Magnum > Air Magnum > Magnum? After the Air Magnum I can’t get the last Magnum to connect. Is there a trick in doing this?

Magneto I don’t have much of a problem with (that is to say, it’s hard but doesn’t feel unwinnable), and I haven’t played against a great Wesker…but of the characters I have played against nobody shuts (my ) Chris down like Wolverine. Backed by a good assist the guy just blows through everything and Chris has no good tools to get him off once he’s in. I can’t even get him out far/long enough to DHC Chris to safety before he’s back in my face.

Do Air Magnum late, the ground bounce will happen later because of that allowing the third Magnum to connect. Try doing it on Sentinel first, it is very easy, after you start doing this every time pick a normal sized character and practice doing this.

EDIT:

Haven’t fought a good one yet, so I’m not sure where the problem lies, but aren’t most of his tools really unsafe? Both Berserker Slash/Berserker Barrage are unsafe when blocked. And the rest of his stuff (divekick, Drill) isn’t that special. Also what can he do against jump back>whatever? I mean he’s good, but what exactly shuts down Chris specifically?

Berserker slash goes through everything. True it’s unsafe, but a good Wolvie will be backed by an assist (probably Sent) or in the rare cases where he isn’t cancel in to berserker charge. The little man is just too fast and it’s far too easy for him to just say “Nope, not gonna deal with your BS.” Mine is nearly useless because Slash blows it up while passing through and divekick is amazing at getting inside its hit box to avoid it. Jumping back is a free berserker slash to the other side (which is, of course, backed by an assist). The most luck I’ve had fighting Wolverine has been trying to melee with him and abandoning projectiles entirely unless he’s completely across the screen…and that is definitely a losing battle.

It took awhile to get use to using guns/grenades to keep people out/chip them/set up a general zone (or rushdown, even)…but Wolverine just tosses it all out the window.

I’m sorry I meant s.Jump back. That’s just what I use against good rush down characters, lame them out for a bit, try to force them into making mistakes and them punish. But I guess a really good player won’t fall for that. And again I can’t really tell if cross-up Slash backed by the assist is that much better than cross-up teleports backed by an assist, because I still had no problems against him. Besides he can’t really do much after the Slash. He needs to waste one meter just to combo afterwards.

Also, what’s your team? I remember my first team (Chris (Gunfire)/Trish (Hopscotch)/Wesker (Jaguar Kick)) working really well against rushdown because of Hopscotch Assist, my second (new) team is quite rusty, still getting used to Dormammu.

Last night I learned that the first shot of Chris’ Grenade hyper cancels Dormammu’s Stalking Flare. Not all that useful unless that chip is gonna kill you but the reactions were hilarious.

Any damage done to Dormammu cancels the Stalking Flare.

About the mines, didn’t know you could combo off them, definitely going to mess with that a bit more. And is it just me, or is Tron j.H > the mine? I friggin’ swear my friend’s Tron would hop right on them with it and nothing would happen. Not sure if it’s invincible, has some sort of armor, or I just have bad memory and that didn’t happen at all.

1st post updated with framedata, thanks KingHippo :tup:

Sorry guys, I haven’t been around much lately, busy with work and spending the free time I have with playing the game.
(You can’t really blame me for that :lol: )

It might be that trons jumping H hits chris high enough that it causes the explosion to go off, without tron getting hit by the explosion. Just a thought, its what happens sometimes with haggars pipe, it hits chris from so far away that it detonates the mine but haggar is kept completely safe.

@Diek Stiekem: Just glad to see you haven’t ditched us.