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

Yes I know. =)

But the freeze grenade doesn’t actually hit Dormammu - it just runs into Stalking Flare and they both go poof, never to be seen again. Have yet to see another projectile do that… then again, most people don’t have the guts to TRY.

I also had his grenade launcher beat out Shinkuu Hadoken. I have no idea how THAT happened.

Edit: Checked in training, if the grenade is in the air when Ryu fires the beam, it somehow cancels the entire beam’s damage, Chris stands in it firing his grenades, and Ryu eats the remaining three. Weird. Was this already mentioned earlier?

Not that useful but it’s fun to know for random online Ryus.

I’m assuming the projectile strength of the grenades are just high.

Yea I actually saw a chris x-factor and then fire his grenade launcher right through dormintons flame hyper. Have been tryna figure out what the hell happened to and it seems his grenade shot have a lot of projectile priority, and as a result they protected him from dorm’s flames. Good to know.

Btw I don’t see too many people using chris’s pistols, could someone test how effective they are for me? They seem to be his fastest projectiles and probably could help his zoning since they can blow up his grenades real quick with their start-up.

What should Chris do if he uses snapback on an opponent?

I’m guessing landmine but then what?

I frequently use j.2H as an air to air if I know I don’t have time to pull out the shotty, and 6M stops people too focused on rushing pretty well. j.2H also immediately explodes your M and H grenades if done right after you toss it, cause 6M needs you to wait a sec for it to hit the nade.

Yea I keep forgetting about them, I need to implement them into my game.

With his pistols, I normally jump forward 2C and call assist like sent drones, then while the drones are covering me I use the ground shotgun or air shotgun. After that I throw a fire grenade -> neutral jump 2C (to explode the grenade early), call dorm’s blackhole or liberation or landmine (if they’re to close). If they’re near the corner, while trapped I go for the flamethrower chip then jump back 2C and repeat.

I need to find a trap combo with Chris right bout now…hmmmm any ideas, guys?

Hmmm can’t really help with that since I barely know what the means lol.

Oh, by what mean trap combo, I mean a Spiral/Strider-esque trap sorry for the confusion.

Can’t really think of anything of the top of my head, but it’ll probably have something to do with his flame grenades, flamethrower, and a couple mines or something.

Yeah, I see what you mean coupled with assists it could work.
Also, played a good Thor today… I’m now officially scared. :sad:

You can’t really trap with Chris. You can create a sequence of chip damage that your opponent can’t get away from (incendiary + machine gun, for example), but they can push your flamethrower away with advanced guard, as well as push you away from any consecutive incendiaries in the corner.

Indeed, Chris himself isn’t the reason why you can’t trap characters like in MvC2, it is the game itself that prevents it with its beastly pushblock.

Anyway, I tried messing with Grenade Launcher and :m:, :l: grenades yesteday and the results were mixed. First of all, the Grenade Launcher juggle I was talking about earlier using :m: grenade does indeed work, however I was unable to find any viable setups besides X-Factor’ed Magnum or :h: BP, but I think some assists should work as well. I will definitely test this today.

Now, the (somewhat) good news, the mine allows to chian at least two Grenade Launchers near the corner (not directly IN the corner). After the first Grenade Launcher hits you immediately set the mine and again immediately super cancel it into Grenade Launcher, the mine will pick the opponent off the ground (not OTG) after the freeze grenade hits them in the air, and the rest will combo normally. The spacing and timing for this is a bitch, the mine can’t be too close or else it will detonate on contact (instead of timed detonation) and it is hard to see Chris during all those explosions (hard to see when he recovers from the Grenade Launcher).

Let me preface this post by saying that in no way, shape or form am I decent with Chris?even worse with Storm and Dormammu.

Anyway, there’s some matches of myself using Chris/Storm/Dormammu available online from a casual session. For the most part, I play impulsively, so you might see some blatant mistakes and question why I even play this game to begin with. But I feel I held my own.

34:40 - 40:20 - There’s actually several matches of myself before this specific one, but I highlighted this time stamp because I’m playing against Richard Nguyen (who you may have seen on the Wednesday Night Fight stream). I tried my best not to lose because he’s pretty much number one around here and one of my biggest hurdles.

55:35 - 1:11:30 - MvC3 was brought back into the stream later that night after the SSF4 ranbat, and I hop on to win a few sets.

Feedback is much appreciated. Otherwise, enjoy.

Loving all the THCs. I used to think it was just me, but it feels like Amaterasu might be Chris’s worst matchup.

These are great, shame you dropped Dormammu’s air throw > Purification… twice, costed you a victory. I have the same problem though, my Dormammu is really weak compared to Chris. I also have to ask, why Purification assist? I tried using it as AAA, and it is too slow, plus, unlike Dark Hole it is bad for OTG combos/Magnum confirms.

Still watching the second part (it takes a LONG time to load).

I normally use the Purification assist for those who like to super jump to get in

@Lord Zaldivar: Don’t sell yourself short, your really good with chris, dorm and storm not so much(no offense) but still, considering unlike a lot of other characters, you don’t really have a template to study your pretty darn good with chris imo. How useful would you say his nades(not landmine) are? They seem a little less useful considering how much time people spend in the air in this game but you seemed to be making good use of them.

I don’t think I have any input for your chris, he is probably the best i’ve seen in this game.

Thank you all for your feedback and compliments. =]

I?ve put a lot of work into Chris and many of my wins came from the ideas inspired by this thread. I just came back from a 64-man tournament and placed 5th with the same team (Chris/Storm/Dormammu), taking out Phoenix, Wolverine, Dante, Magneto, Tron, Ammy, Doom and even Sentinel. Chris can fight against them all. The guy I lost against was using Dormammu/Doom/Sentinel and is a very solid player who I’ve lost to many times during MvC2 days. He convincingly beat me during Winner?s, but in Loser?s quarterfinals I put up a stronger fight by taking the second game, but barely lost the third round due to time out. Next time I?ll do better.

There?s a good chance I?ll be at Wednesday Night Fights this upcoming week. I?ll definitely have Chris on my squad and try my best to place high in rankings so there’s more match videos to analyze.

It’s not that bad, really. I was just playing impulsively, trying out random stuff, but it’s winnable. One mistake from Ammy and my simple THC combo (level 2 or 3, it doesn’t matter) cleans her out. I just have to learn not to use my Magnum because she can run right underneath them. I also have to look out for her air throw resets, which is in my favor because if I get the throw out instead, it’s a free down+H into THC.

Yeah, I?m still very green with Dormammu and Storm. Unless I change my team around again, I?ll definitely have all their setups, movement and combos down soon.

I actually prefer Liberation over the other two, but too bad choosing that assist causes Stalking Flare to come out instead of Chaotic Flame during a THC, which ruins the chemistry I got going on.

But I think you’re right. I should take more inspiration from your video and use Dark Hole for Magnum-hit THC/Satellite Laser confirms.

I was using Purification to cover myself in case my opponent hops over my Machine Gun or Magnum at a height Dark Hole can’t reach. It worked out nicely at times. For example, Magneto players tend to throw out assists like Akuma and air dash above you so your attention is directed toward blocking their assist, allowing Magneto to gain ground and putting Chris in an undesirable position. With Purification as my assist, I can (somewhat) safely shoot my Machine Gun, call out assist, catch Magneto trying to air dash his way in and hit Akuma with my gun. From there, depending on which direction Magneto air recovers, you can go for a ?ghetto? cross-up by walking in between where Magneto will land, making him guess which side to block.

Another reason why I went with Purification is because Chris has huge problems against characters that stay high in the air, such as Morrigan, Phoenix, Hsein-Ko and Sentinel (if they?re just flying around). Granted, I should switch characters in response, but there are times when you have no choice. So instead I?ll sneak underneath them by wave dashing, call assist and bring them back down.

I think Chris? grenades are extremely useful. Of course, you have to use them at the right distance and at opportune times. I?ll do Grenade Toss M, recover just in time to block my opponent?s rush-in attack, push block their character into my grenade, which by that time should detonate, stopping their failed rush down attempt, dealing some free damage and going in for some follow-up stuff.

I was messing around with Chris/Tron in training mode, and I noticed that her flame thrower assist will negate Chris’s Magnum and SMG even when they are on the same team. Was this intended or is this a glitch? Her flamethrower doesn’t seem to do this with any other teammate projectiles. I hope its just a glitch.