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

you played a bad sentinel. sentinel’s ground S has hyper armor he could’ve easily launched you even if you hit him. his gound S will beat anything until it finishes.

the most consistent way i found for him to land his grenade launcher is off of the first hit of his boulder punching moves as they leave a lot of hitstun. one possible combo is any ground combo ending in fH, boulder punch H cancel, first hit into grenade launcher, standing magnum, jump forward magnum, fH and S if your not in range or just S into air combo.

Jumping shotgun spam is really good.

So far I think Chris’s best tool is his air down+heavy, his gun. Too bad there aren’t more chris videos though b/c I’d like to see how other people are using him.

I’d show you, but I’m ass with Chris. Keepaway in any capacity makes me feel uppity when using them.

j.2H has very long recovery, take note of that. you can get punished by fullscreen beam supers pretty easily if they look for it

J.2h is worthwhile and add that with a beam assist = godlike

Also, how do I deal with an arthur + tron’s gustaff fire assist in general? Magnums and prone are not helping :sad:

assist infinite tron with magnum>air magnum xN until he stops using her

i feel that arthur is a good match up for chris, what are you having problem with mainly?

assist infinite tron with magnum>air magnum xN until he stops using her

i feel that arthur is a good match up for chris, what are you having problem with mainly?

@Felinoter
regular jumping pistol has almost no recovery if you do it late enough you’ll recover as soon as you touch the ground. it is also his fastest long range move. you must be talking about superjumping pistol.

against opponents with across the screen beam supers, once you’re able to land a hit and put them in a hitstun or blockstun state you can pretty much normal jump pistol them safetly. the startup for their beam supers will get stuffed by the jumping pistol before the super freeze and they will waste meter.

Well, its the gold armor problem, that crossbow is mad annoying…-_-;

I find slowly inching him to the corner and Chris’ level 3 helps greatly with that.

when fighting someone like arthur, you don’t want to get into a projectile fight with him if has them out first as most of them will go through your guns. but you have a lot of ways around his projectiles.

if he does standing projectiles from near full screen just jump forward over them and dH. once he get’s hit you can just neutral jump dH as it will stuff everything he has on startup. then he’ll only have the choice of jumping projectiles. when he does that you can use you ground gun fire moves on him as he’ll land on them.

if you do get into a projectile war from full screen use the standing magnum or superjump back magnum as it will knock him down and clear the screen of projectiles. from there you neutral jump dH.

occasionally mix in a jumping shotgun and if he gets hit by that you can either dash in or fH to get into a combo of your choice.

chris does really well against full screen ground zoning in general because of his jumping late dH pins them down very well and his air and ground magnums knocks them down to begin the pinning.

Thanks for the tips guys. Much appreciated.

learn how to dodge his crossbow they don’t actually home in on you. i’ve been able to dodge all of them until his armor ran out many times. when you do get a successful dodge hit him with a magnum either from the air or the ground. only pull out the magnum after your get a successful dodge as you will get stuffed after a block or hit. i think arthur is a very easy matchup for chris.

I have an issue with the magnum->air magnum->magnum, I’ve only been able to get the second magnum maybe once, is there a specific timing on it?

Also I need some help on a throw combo.

Throw D.H->Spencer assist (slant shot) L.M.H. f+H S, j.M. M. H. S, jump air magnum f.H S

After this, I can only get a single hit before the flip out of it. Is there something I’m doing wrong?

Yeah, you need to dash and then jump cancel it, watch how I did it im one of my vids if that helps: [media=youtube]Ei04alW6O-w[/media]
The third Magnum is actually a lot harder to do, beacause it depends on the opponent you’re facing. Some bounce higher than the rest, or maybe it is because of the hitboxes, who knows. But you have to do the air Magnum late, otherwise the third Magnum will not connect.

Nah, the grab scales down the combo pretty hard. Finish this combo with the Flamethrower (after Air Magnum), it will do the most damage and meter or finish it with :h: BP, and then do another :d:+:h: into THC. I think it is possible to do :f:+:h: right after the Slant Shot, :s:, :m:, :h:, Air Magnum, :f:+:h:, :s:, :m:, :h:, :s:, but I don’t remember if that works mid screen.

Damn nice thread this is gonna help a lot. =]

Still have a problem with the air magnum -> magnum.

Anyway, so last night, after all my training, I decided to go play a few friends locally last night, and I was seldom able to get the magnum to work.

I know the magnum beats out a lot of things, but it feels like you have to be psychic to do it. For instance, I was fighting a mag, and he goes and does his magnetic shockwave. I tried to counter it with magnum, and no dice, but there were times I would stop mag from doing his regular fireball with the magnum, and sometimes it wouldn’t. At this point I feel like magnum is not very reliable unless it’s in a combo.

I feel like SMG is working a lot better in a long range fight. Or air magnum, good night air magnum is too good. Also I was getting a bit of people with the incidary (spelling) grenades. When I kill a character, or snap them out, I’ll place a land mine, and start throwing two of the H grenades at 2/3’s screen. As they come out I’ll call one of my assist (anti air) they’ll block the assist, and the grenade blows, and then I just start lobbing them into the fire, and they get the chip damage.

It works pretty well on noobs, since they don’t push block for some reason against this. And when someone does push block it, I just shoot the SMG to get the extra chip.

I fought a few people who had air dashes, so this didn’t work, so I tried to wave dash backwards and repeat the same pattern, but it didn’t work as well unfortunately.

^^^^ Well the magnum has about 20 something frames of start-up, and in a game as fast as marvel, that pretty much equates to you have to be psychic to use it. What I do to compensate for the horrid start-up is I use tron bonne to cover chris, her invincibility protects chris from just about everything, so with her I can win any projectile battle except maybe arthur. I beat magneto, doom, sentinel, pretty much anyone.

Btw its incendiary.

I got wrecked at WNF. Partly because I was out of practice that week, but mainly due to dumb mistakes on my part, per usual. I lost to a Wesker in winner’s and Haggar in loser’s.

Against Wesker, I have to remember not to use projectiles because his pistol will always beat 'em out. Actually, I’m not so sure what to do against him. His d+L seems to beat out so many of my attacks. I bet that has to deal with Wesker’s vulnerability hit box when performing that normal. I should probably use an early f+H (Stun Rod) next time. Land mines didn’t seem to help either, as my opponent’s Doom projectile assist preemptively blows it up, allowing for a safe teleport mix up. Perhaps I should’ve immediately tagged him out for another character better equipped for the match-up.

Against Haggar, I should’ve stuck with flamethrower the entire match since it was working so effectively, but somehow I lost my patience and punted the game. Oh, and I am never going to risk landing an air throw against that pipe. Too, too risky.

The good news is that I learned a lot and, due to my poor performance, many players may still sleep on Chris. So I might actually pull through next time around. Until then, I’m going to continue using Chris, but possibly change up my roster for better assists.

@Lord Zaldivar
that’s too bad as i was looking forward to seeing your chris in action durng the stream. is there footage anywhere that i can help analyze?

@ihiryu
the regular jump magnum to standing magnum takes a lot of practice to get the timing correct. practice it against sentinel as he has the biggest wall bounce and ground bounce hit box. after you get good against him move on to the smaller characters.