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

That last grenade raining down from the sky does an absurd amount of chip damage. The best part about throwing out Grenade Launcher is when your opponent tries to punish, but doesn’t realize that the last grenade tracks them. I have done something similar in some matches, but no where near as epic as using all five meters. I approve of Flowchart Chris. Good job, IkeTakeda.

Still looking for my third team mate for chris, Im currently running chris/akuma/tron but Im not sure if akuma is the right third character yet. Been considering super skrull and dormammu, what do y’all think of those 2? Also any other suggestions?

So with a basic combo, c.lmh f+H xf c.mh f+h s, mmh xx magnum, f+h xx heavy body blow, dante jam session(assist of your choice really) + c.H, then flame thrower does 1.3 mil. So if you ever touch sent you can kill him without meter and gain a bar or two in the process. Plus an insta j.h j.s works as a overhead combo starter on him, just hard to time at first.

Another interesting tactic, cancel f+H on block into incendiary mine and if they try to hit you the mine will pop in their face :slight_smile:

i thought you were talking about land mind for a second, which is like -7 or something lol

but incendiary grenade is pretty godlike for stuff like that. reminds me of sentinel drone assist when sentinel exits the screen - you hit them and the drones hit you anyway and they get a combo on you… then you get sad.

what do you guys think about running chris as anchor? i’m running chris/zero/dante right now. i want to run zero/chris/dante, but zero has really bad DHC synergy with chris, and godlike DHC synergy with dante. however i think chris really benefits from zero/dante assist, which gets him a lot of extra dmg (something like 80k~ on regular combo, and allows him to get 320k~ from a throw anywhere if both assists are alive) but chris chip dmg in lvl 3 xfactor is pretty amazing, one of the highest dmg power ups in the game…

really not sure what to do lolll

Im having a real hard time fighting Wesker (Ironic) and his teleport/gun shenanigains. I just can’t seem to stop him.

A scrubby Wesker I can handle but usually it’s a hard fight.

The trick is trying to land a hit confirm into a combo. He’s constantly rushing me down that I feel completly pinned. I never have time to set up my traps and grenades to keep him busy. How do I make Wesker repsect my space? I run a Chris/Storm/Haggar team. Haggar helps a bit but If I can keep from spamming him forever it would be great.

His normals are just gdlk I can never really counter or get crossed up in like 7 different ways. Maybe some frame data or frame traps I can use againts wesker. If I can push wesker into the corner I win but he’s just all over the place I can’t think. My Storm can keep up a bit but she struggles to thanks to that stupid gun. Please help.

Maybe if there is a hitbox guide where i can see how large his hitbox is, that would help too. Just seems like his normals are just huge, long and powerful.

We really should have a match-up/gameplay basics thread, no offense to you, cause I don’t honestly expect you to browse through 29 pages to search for an answer, I just think it’ll make life easier for everyone.

From the little i know of the this game, the first step to beating wesker, is playing wesker, try him out in training mode a little and get a feel for the distance of all his teleports because they don’t track, they always travel a certain distance. That way you can always gauge when he is close enough to teleport to your location. Other than that I really don’t have any advise for you, I get bodied consistently by this one wesker in my community and quite frankly I am also looking for answers.

i think we did have a match up thread, but it got blown up

he is extremely powerful with level 3 x factor his bnb does over %100 to everyone. the problem is chris was designed to be assist dependent. alone he can’t really do anything to opponents running away in the air until x factor expires. he also can’t do much against another x factored opponent blocking at long range. but he already does a ton of damage without x factor, so x factor on any level is useful for him. i currently play with him first and second when i’m learning another character.

i play chris with doom’s hidden missiles because i think it is the best assist to keep the opponent grounded. i still need a third character with a quick assist that’ll allow me to combo after a throw and a good hyper to THC with.

chris’s fastest normal move has 6 frames of startup. almost all rushdown characters have normals that are faster and will pin you down. the only faster move that you have is a throw as it is only 1 frame on startup. so unless your good at throwing it’s best to have a good defensive assist and learn to combo after the assist hits.

Level 3 is also a viable reversal option.

[media=youtube]4f8iMjZAclo[/media]

awesome video! you even made sure to edge towards the corner between grenade launchers and on the final grenade launcher land a finishing combo. i will be borrowing that!

@cambosam: You’re right about his slow start-up normals, but you could throw out your normal move before they even attack, resulting in either stuffing or trading since your relatively slow normal will now be in active frame. That’s why Flamethrower works so well. No matter how fast their normals are, they’re getting burned if Flamethrower is active. Of course, because of the one-touch-kill nature of MvC3, it’s very risky to perform, say, c.L against Wesker’s c.L on reaction. As the metagame becomes more defined, you’ll know when and where your opponent will throw out their attack. Anticipate and punish accordingly.

As for finding a third character to combo after a throw with a decent hyper combo for THC/Cross-Over Combinations (COC), have you considered Deadpool? His OTG Katana-Rama assist is a Direct-type, meaning it comes out almost instantly. So long as Chris is equipped with an assist that performs Grenade Launcher during THC/COC (Gun Fire M or Grenade Toss L), Deadpool’s Happy-Happy Trigger hyper combo should THC/COC nicely. I haven’t tested it with Doom (I’m currently at school/work), but it does work when I have Chris/Deadpool/Storm or Chris/Deadpool/Dormammu, but it could very well be due to my third character’s hyper combo keeping them in place.

@jak d ripr: Dormammu or Super Skrull? Hrm… I play Dormammu heavily, but I still can’t fully recommend him for your squad, partly because I’m not so sure how he interacts with Tron’s assist. If you can come up with sick command throw set-ups with Skrull+Tron’s assist, that would be awesome. Of course, you could always Chaotic Flame on reaction to Tron’s assist connecting (I think), which is awesome, too. If finding an assist for Chris is your main concern, Dormammu offers more defense (Dark Hole M and Purification L), while Super Skrull allows you to extend combos (Tenderizer H and Orbital Grudge M). You have options, that’s for sure.

@MAGUS1234: I never thought about activating X-Factor before launching. Instead, I would typically X-Factor before launching a second time during Chris’ BnB, which does nice damage (1.1 million or so), but still not quite enough to kill off Sentinel (though just setting up an unavoidable Flamethrower chip at the end of my combo seals the deal, but your combo is guaranteed). Good looking out.

Also, I’ve been practicing that instant overhead for over a week and it’s insanely hard to time on a crouching Sentinel. The trick is the distancing. If you’re closer than sweep distance from Sentinel and attempt to perform an instant overhead, you’ll whiff over Sentinel’s head/shoulders. At sweep distance you’re more likely to connect, but then you run the issue of following up afterward, as I believe Sentinel may recover, depending on how deep the air S hits. Assists can help out in these cases, though.

@A2ZOMG: You’re right. I’m almost certain I beat out my opponent’s reversal Dante’s level 3 with Satellite Laser. I’m pretty sure the strategy guide covers this, but there are some invincibility frames during the start-up for Satellite Laser. Good to know.

I found something I think people who lack lightning fast joystick skills will be happy about. You can, in fact, do 2,3,6,9 gun fire WITHOUT super jumping. The trick is simply to slow the motion down, so it doesn’t read the super jump. This will allow you to get all 8 hits with your normal jump machine gun. More so, this should be especially helpful with shotgun, extending the hit box on the screen higher and further! Obviously, however, you’ll want to do this carefully, probably buffering inside other moves, dashes and jumps.

Kind of complementary to this is long-range f.jump-shotgun, 6+C…


As a side note, as it’s been pointed out, Trish’s hopscotch is excellent to prevent rushdowns, but what may not be well known is that her sword hyper chains perfectly at the end of all or nothing, and she can then chain her sword hyper into her voltage hyper. This reduces the down side of having a third teammate that lacks a complementary hyper.

Something neat I learned yesterday is that the mine can hit behind you. I knew it had a large hitbox, but I didn’t know it could do that.

Example: vs. X-23 I threw a mine, friend tried to cross me up using the air horizontal kick thing, then her down+H to cross me up. I blocked it, so he tried going into a crouching chain. At about the first hit of the chain, mine exploded. I did it a few times, but I was never quick enough to combo off it.

Mordie,

I don’t quite understand how you are doing that, video with input possibly? I need all the help I can get cause I can’t get jump shotgun to work for the life of me. I always get him to pull the shotgun out, but it never fires

Its a TK motion, you input the :qcf: motion then you tag in an :u: :ub: or :uf: and he shoots it instantly.

Exactly, but if you input the motions too quickly, you super jump instead of normal jump.

honestly, i just do 9236 instead of 2369 for airmagnum OTGs. never drop them.

No offense taken. I totally agree, I believe a few character threads have character match ups. I have a few tips I could volunteer (minus the Wesker :P)

As for teams I was thinking maybe I should go with Chris, Storm, Hsien Ko with Hsien Ko on point. Hsien Ko with Assist A and Hyper Armor would be far better than Haggar. He’s great but Haggar remains stationary and only hit’s high while Hsien Ko can hit high and low and multiple times giving Chris the opportunity to go on the offensive when they get close. I don’t have a problem doing Chris combos (minus lag at times). Also Hsien Ko is more mobile and combo friendly than Haggar and a lot of fun to play and if she’s dead last (No pun intended ugh) I have a fighting chance. What you guys think?