hey guys how do you get the opponent to air recover after a combo? for me, i sometimes get either rolling recovery, or air recovery.
Is there a way i can make sure the opp. air recovers or do you just gamble for one?
@Lord: Looking forward to seeing you at WNF next week, need to spread the word on that chris. Ill try to use more grenades in my gameplan, fiddle around and see what else I can figure out.
@Guile’D: Its never happened to me bro, in fact I always use tron when im in a firefight. I call her out so her assist negates their projectile, and I feed them a long range weapon of my choosing, usually a magnum. I don’t know what to say, maybe your opponent was avoiding you shots and it seems like they were being negated by tron.
Nah I thought it was my opponent too. That’s why i went to training mode to try it out. If you call tron and shoot during the active frames of the flame. The shots will be absorbed. If you shoot toward the end of her flames activity the shot will pass through. Try doing the SMG during it against a dummy. depending on when you shoot will determine how many of the 8 hits (if any) will hit the opponent. Wish I had a capture card =(
great to finally see videos of chris.
@Lord Zaldivar chris is a great punisher when there are openings for any opponent on point or assist anywhere and he’ll usually last long enough for those openings. i like that your chris is first because he builds meter extremely fast and will never need to use it until you’ve already done a long combo confirmed into supers.
one of your mistakes with chris was your regular jump back attack choices. you almost always went for a slow gun move which gave your opponent the easy choice of regular jumping towards you to do whatever they want.
unless the opponent is at a frame disadvantage and have no choice but to block his jumping back gun moves it is better to jump back with down H attack as that at least does chip. when the opponent gets too close just jump back regular H attack is the best option as that can also lead in into an air throw and chris is one of the best punishers after any of his throws.
against people high and far away in the air the best thing to do is stay on the ground and block as super jump chris sucks ass. if you can land some land mines safely then go for it but don’t do any of his gun moves at all unless their coming back down into the gunfire. chris has near hulk health and can take a lot of chip damage. this isn’t mvc2 where the opponent can stay in the air for ages so it is much easier to predict when the opponent will come down.
if your right under them you have a lot more choices. you can cross under. you can plant landmines. you can go for air throw. you can make them land on a flamethrower and some other choices. none of those options are fast except for maybe airthrow so practice on your timing and be careful of opponents that have air mobility.
another thing is chris already takes off a lot of damage in combos so there is no need to use your x factor unless your finishing off the last character. there were times you used x factor when your combo without x factor would’ve killed them anyway.
in some of your matches you landed a lot of wall bouncing magnums if you have the levels you can easily hit confirm this into a THC.
chris is my main and favorite character. i hope my feedback helps.
when fighting air to air and up close only use H, S. if it connects you get a two hit combo into knock down into dH and it can also grab into dH. all ending in THC.
regular jumping gunfire H is not a good move to use even if it connects you lose a ground bounce for your air to ground combos. only use it if you need a damaging otg. with enough practice you can hit confirm standing gunfire H from all the way across the screen, into jump forward gunfire H, another standing gunfire H, and then dH into THC.
use jumping gunfire L instead because if it connects you have plenty of time to get into a full combo of your choice ending in dH, or mix up if it doesn’t connect as it leaves the opponent in a lot of block stun. some of the mix ups i use are walk up throw, dL if it connects then you get a combo if it doesn’t then throw or jump back shotgun to counter throw tech and combo afterward. even if they super jump you are right under them and can use some of his anti superjump options. chris has above average health in the game so the risk is usually worth it especially on slow characters.
if you don’t want to mix you can still get safe and guaranteed space and chip with jump back dH or standing gunfire M giving you the most space. use gunfire M to push opponent back and use jump back dH to get yourself away from opponent if they are in the corner. flamethrower gives you the most chip damage but can be pushblocked.
sj gunfire H on the other hand is great against opponents far away on the ground but be careful because you’re wide open until you touch the ground. if it hits you can dash forward and dH although this is hard to see from up high.
if you can get good at defending and guessing opponents offenses then chris can be a monster to deal with.
chris is a great lead character. he is constantly doing a safe special move that deals damage chip or full, his combos can be very long and damaging without using any meter making him a great meter builder. he also has some of the highest health in the game, because of this the opponents point character will probably not have the meter to completely kill him in one combo. he’ll also build a lot of meter from being damaged by the opponent. and he almost never has to do a super to deal chip damage. with him on the team you can overall potentially have more meter in a match than your opponent.
with all that being said he should use his meter to extend a combo when he can outright kill an opponent and/or their assist. with his ability to end nearly all his long or short combos with an otg dH into THC, this makes it sooo easy for anyone using him to decide whether to use THC or not long before they even have to use the dH to end a combo.
he can send in assists safetly with all his special moves abilities to cover them. even his grenade launcher super will completely nullify a beam THC of ryu, ironman, dormammu! and with his standing or super jumping gunfire H’s ability to knock down an opponent and/or their assist you can almost always have the upper hand in sending an assist like dooms hidden missiles completely protected allowing for better rushdown game than anyone would expect given his combos and throw into combos that all can end with the opponent floored.
Sounds like your really enjoying chris, what with your triple post and all lol. But its good to hear people are settling in and getting used to his, in my opinion, awkward keep away. He has so many tools it takes a while, Im still tryna fit his M and H nades into my gameplan. Been tryna figure out a way to detonate the H nade early to create a flame carpet like dormingtons.
@ Carpark
Updated 1st posts with the lvl3 info & added the magnum setups to the videos.
i don’t use grenades too much unless there is a safe opening like when the opponent is just superjumping, in the window before the next character is coming out after snapback, or when the opponent is in a otg vulnerable state. in those situations i always use flame mines as they stay on screen the longest. i sometimes only use landmine L against fast opponents who can only attack you from the front never against anyone with the ability to to cross me over in the air or by teleporting.
here’s a trick i’ve use with the flaming grenades when my opponent has low health and is in the corner. after anything that leaves the opponent in an otg vulnerable state and in the corner. i sometimes leave them in the otg state rather than hit them out of it with an otg move and toss a flame grenade and shoot it this way they’re force to wake up into the flames. this might just chip them but sometimes they’ll send in an assist that will get caught in the flames and from there you can just THC their assist on reaction to death! if the point character blocking has low health and don’t x factor then then both die! and with chris’s combos they will have low health and be in the corner. even if the opponent uses x factor, unless they have an invulnerable super or level three they’re stuck there for the entire THC shaving off time from their x factor. if the opponent wants a level three x factor to comeback that means they have to let all their assists die first before using x factor! this all means if the opponent is still alive then they’ve wasted an x factor with time and/or 3 levels of meter and have low health. there is almost no reason not to go for this set up when given the chance.
this is so easy to set up as chris has long meter building combos that can start from anywhere and end with the opponent in the corner in an otg state. i even added a combo in the combo section that will allow you to corner your opponent starting from a magnum from nearly anywhere.
man chris is so much fun! his potential far outweigh his weaknesses!
no one really answer my question D:
i want to utilize that air thow mixup but they always recover on the ground
you can 2h otg anywhere, even from top of the screen on an airthrow
get the timing right in training mode.
here’s a fun combo for chris/zero/dante (as if anyone uses that exact team… lol) … 1 meter required at the beginning
2m 5h 6h 5s j.MMHS>airmagnum otg>6h 5s j.MMHS>call in dante jam session assist>2h>5L>flamethrower>sweep combo>DHC after 2nd hit into rekkoha>DHC immediately into devil trigger
dash under, acid rain as many times as possible for the character>hammer>3hhh>stinger cancel>million carats>stinger>jet stream>crazy dance, or if you started with 2 meter, fireworks>million dollars. 980k~ dmg with 1 acid rain+crazy dance, 1,160k dmg with 1 acid rain+fireworks>million dollars
what’s ridiculous is that they build 3 bars just for taking this combo… lol
ummm jump shotgun > jump shotgun > jump shotgun > jump shotgun… etc. Whats up with this? I just played my first Chris mirror and I was completely annoyed, lol. Then I tried it on a Sentinel in the corner and (didn’t AGaurd) he coudn’t do anything but block (is what he says)
@cambosam: I read all your comments and agree with everything you said for the most part. Many of the stuff I did in those matches was due to poor execution and misevaluation on my part, but I appreciate you pointing things out in such gory detail. The only point I disagree with you on is the usage of X-Factor. Obviously, I was blowing it on pointless situations, but I don’t necessarily think X-Factor is worth saving for killing off the last character. It’s a discussion that more general and may not belong here, but if you ask me, if I land a hit on a full-health Sentinel with Chris and can confirm into a combo, I sure as heck will pop an X-Factor (level 1 or 2, doesn’t matter) somewhere in midst and finish it off in one touch. Every other point you made is true, though.
Remember, you can link snap back off of 2H OTG! You want Phoenix in, but they’re blocking your normals? No problem. Just grab 'em and snap.
Satellite Laser connects for FREE off of :h: Boulder Punches. How the hell did I overlook that?
Apparently chris can hit a magnum of his grenade launcher hyper. Now if only he had a consistent way of landing his grenade launcher hyper this might actually be a worthwhile discovery.
No idea, this (and other lvl3 combos) were known before the game was officially out.
EDIT:
Wait, YOU didn’t know about it, how? I even showed this in my vids. He can land anything after the last grenade, and if you want a reliable combo into it look at the combo thread, there’s a combo with Haggar’s lariat into it I posted earlier. Although I prefer doing Flamethrower after the GL, because Magnum is fairly difficult to time and that combo already wastes ground bounce preventing Magnum > Air Magnum > Flamethrower finish unless you do a double assist combo, and I prefer my combos to have less assist requirements.
It’s the same crap with Felicia…with me not even trying Buckler Sweep xx Please Help Me.
We’re so busy looking for the really huge stuff, you miss the most basic of things.
@Lord Zaldivar
i just think you didn’t need to use x factor when your regular THC would’ve killed them off anyway. using it anytime to kill off the biggest threat like sentinel is a good decision that i would agree with.
thanks for the tip with snapback off of dH. it’s so strange that chris’s gun normals don’t cancel into anything else but THC or snapback but that’s all good for me.
another thing you should thing of using against zoning characters like dormammu from near full screen is jump forward down H. it is much faster than the magnum. against dormammu you could litterally neutral jump down H at 3/4 screen distance chipping him safetly for a good chunk of damage before he realize all he can do is jump as his moves aren’t fast enough. this works on a lot of other slow zoners too.
i hope you stick with chris and do well in the next tournament.
Funny how everything turns out, both Magnum after the Grenade Launcher AND BP into lvl3 are in his Reveal Trailer :
[media=youtube]Zrt0c3112x8[/media]
To bad they waited so long to release it.
some tips to help chris’s defense game when you don’t have any assist.
one of the things i do when i’m being rushed down is regular jump back and block. air bH, S if the opponent jumps near. this way i don’t have to worry about the ground high, low blocking or throw options that the opponent will go for. even if i get hit it is a lot harder for the opponent to combo me when i’m in the air. air bH, S may produces a throw or a quick 2 hit combo both can lead to more combos that will punish the opponent for rushing you down.
chris has ungodly priority and range on his air throws, use it whenever you can. and they all lead to combos. one example is against dante if your really good at defending then the only real way for him to land damage on you is to teleport near you. i simply jump back and watch the opponent get frustrated as i throw him into a combo ending in a level 3 super that kills him. this is worth the risk against dante’s teleport because anything he does will get beat by that airthrow. all he can do is try to tech throw you. even if he airgrabs you instead he takes very little damage off of you.
try his air throw against slow air moves like sentinels frying pan or haggars pipe when they’re close it’s really fun if you learn the timing and are able to do it all the time.
when attacking from the air always use H, S and not just jump in S as you can also get a throw on an opponent.