Unfortunately, no. With a turnout as big as WNF, typically only seeded players and top 8 go on stream. No other station had matches recorded.
Next time, for sure. =]
There was one other Chris player, though. Pretty sure he placed lower than me. Nothing spectacular, really. He kept doing the L-M-Stun Rod-H-Land Mine xx Sweep Combo for punishing, which baffles me. Chris’ bread-and-butter relaunch combo does nearly just as much, if not more with the right assist, builds a ton of meter and sets up nicely for a follow-up. I guess if you want to DHC, then I understand. Put as a raw punish? I’m not feeling it.
This. I’ve seen other Chris players do this constantly, and it always makes me want to /facepalm. My guess is that they don’t dedicate much time to Chris in training mode, but seriously, IIRC Chris’s missions teach the bnb relaunch which every Redfield player should know. It’s not even difficult to pull off.
Maybe he was nervous and decided to go with what was safe. I personally have a terrible habit of dropping the air magnum in chris’s relaunch combos consistently, but since I don’t really play for money I just keep on practicing it. I do admit its a waste of meter but what can you do right?
On a side note, been thinking bout replacing akuma on my team, been considering using either dormammu or super skrull. What say you guys bout these selections? And do y’all have any recommendations? I am willing to try out almost every character in the game so any and all suggestions not name sentinel/hulk/darkstalker shorties/dr doom are welcome. Been also considering viewtiful joe actually.
yeah that’s one of those combos that almost should never be done. the grenade into sweep super takes away meter. his regular bnb combo gives the same damage and adds about a meter. there’s absolutely no reason to even think about using it. even if you wanted to dhc into another character just do his bnb relaunch combo and end it with the grenade launcher super as a one hit otg ender into another character’s super. the bnb builds the meter needed to dhc so if you start a combo with only 1 meter you can end it with another character out.
i find any combo that use up one meter near useless. none of chris’s level 1 supers work well to end his bnb air combos. your not allowed to use your magnum in an air combo if you want to fully connect the sweep combo super as it needs a ground bounce to fully connect and the grenade launcher needs the opponent to be standing to fully connect. his regular bnb combos give about the same damage and build meter so i always save for at least 2 or 3 meters for a thc or level three super as combo enders.
so just constantly remind yourself if you are starting his bnb and have 0 meters just end it with a simple otg pistol and keep that meter.
@jak d ripr
chris has 2 bnb relaunch combos. one that involves air combo ending in magnum into ground bounce relaunch and another involving air combo ending into S into regular jump magnum into ground bounce relaunch. after a lot of practice i always go for the second one as it does slightly more damage, builds slightly more meter, travels about a screens distance further, gives and extra hit, is a little longer because of the extra jump in the combo, i only have to think about doing hitting M,M,H,S when at superjump height, and end the exact same way as the first with the opponent floored in an otg vulnerable state.
it is also slow enough that i can decide to do a forward H into boulder punch H into level 3 satellite laser after the jumping magnum if my team triple team hyper combo isn’t strong enough.
In the corner, otg pistol even leads to an air-grab reset. Or, if you follow it with a hard knockdown assist (like Haggar-a) in the corner, you have enough time to set H and L nades, so your opponent has no choice but to wake-up to them.
that is a great point! there are all these chris combo videos ending with a jumping magnum instead of a crouching pistol. jumping magnum is a horrible otg combo ender as it leaves the opponent in a neutral state immediately with no position for you to continue the pressure. even doing nothing and just throwing grenades while the opponent is in an otg state in the corner is a good option as they’re most likely to roll into those grenades and you can continue chris’s close up corner pressure game.
So I just finished reading this whole thread. Sounds like Chris is fairly high tier, which is a relief after maining Hakan in SSFIV. Anyway, very interesting stuff. I’m a lab junky just so you know. I might find some cool stuff for him, but so far, I’ve found that in close, laying a mine, followed immediately by a shotgun, results in a shotgun hit-stun, mine-exploding, confirmed magnum xx lvl 3. Same with, from further away, m nade, followed by (slightly delayed) m gun fire, confirmed magnum xx lvl 3.
[edit]So this is better: 2/3 screen away, throw m nade, magnum, wait for opponent to bounce, hit them again with magnum and then do jump magnum. Insane damage.
you can actually hit 5 magnums!
throw grenade M, standing magnum, grenade hit, standing magnum, jump magnum, standing magnum, and jump magnum.
with the right assists you can land 6 magnums!
standing magnum, grenade hit, standing magnum, jump magnum, standing magnum, assist hits, standing magnum, and jump magnum. give it a try!
That’s absurd damage. The one I was doing was already taking more than his grenade launcher hyper, typically about half the opponent’s life.
As a side note, if you do m nade, h nade, m nade explodes, s.magnum, h nade explodes, combo automatically ends for some reason. Not sure why you’d want to do that, but it’s interesting that the timing works out so well.
with the right team assists you can even land 7 magnums!
throw grenade, standing magnum, grenade hit, standing magnum, call assist 1, jump magnum, standing magnum, assist 1 hits, standing magnum, dH + call assist 2, assist 2 hits, standing magnum, jump magnum.
and instead of the final magnum you can do level 3 satellite laser!
this is really hard to time right only because you need the perfect assist and distance when calling out assist 1 but you can remove the assist 1 and 1 standing magnum after that for a much easier combo.
unlike mvc2 your assist will still do their move even after you’re hit. high priority assists like haggars lariat and trons fire assist will hit the opponent even while they’re comboing you. trons assist will hit them multiple times allowing you to retaliate with a damaging combo of your own and haggars is completely invincible and put them in an otg vulnerable state. both assist can also negate other assists including projectiles that the opponent may use to cover themselves.
this helps chris greatly as his offense is also one of his best defenses. defensively he can throw into a damaging combo and he can have an assist that protects him and allows him to return damage. because chris lacks the mobility to constantly deal the large amounts of damage that he can, what better way than to get the opponent to come to you. or if you just need the breathing room just magnum them back across the screen while they’re being hit by your assist and even that leads into a damaging combo. make your opponent fear attacking you at close range.
because of this i think there is almost no reason for chris to be super jumping. chris has one of the worst superjumps in the game, he stays in the air too long and can barely control his direction. at super jump level he also loses his defensive assist option and an opponent can easily predict where he’ll land and send assist, cross under him, fake cross under and/or other offensive options they may have. chris also has almost no air to air fighting abilities anyway. stay at the bottom screen height and train yourself not to chase in the air with chris. remember all air opponents need to come to you if they want to deal beyond chip damage with you blocking.
the only good time to be super jumping is on reaction to a beam super from across the screen or if you’re able to predict your full screen spam happy opponent and magnum them to the ground to clear the screen to your advantage.
I’m still having an issue with magnum combos, but I’ll just keep practicing, I haven’t practiced for a few days now. Anyway I feel like his air combo that ends with air magnum is a bit harder to do than the S->regular jump air magnum relaunch.
But I’m not a high risk/reward guy, I do guaranteed damage. So if I wasn’t comfortable with the air combos, I’d probably do the ground combo that ends with “all or nothing” too.