Well I know next to nothing about hsien-ko but from an assist stand point, hsien-ko and storm are about as good as almost anyone else I think. Storms assist pushes people back out, while hsien-ko gets up off you. Plus unless Im mistaken storm should DHC into grenade launcher. The only issue I can think of with your team is order, since your main plan is to DHC into chris with hsien-ko, it will place her as second and not anchor, leaving storm as your anchor(which isn’t bad at all but I don’t think thats what your aiming for). Other than that from what I know I see no reason for this team not to work.
The point is just to get the shot off earlier. It’s not about whether you drop it or not. I just wanted a way to get the machine gun and shotgun off higher in the air and sooner on normal jumps. In both cases, there is a nice benefit to shooting earlier in some situations.
@Lord Zaldivar
one rushdown technique that can be used against chris is delaying a blockstring less than 6 frames apart. in this case if chris were to try to stick out a counter he will get stuffed on startup and eat a combo. really hard to do but really good players will use it against you. most of the cast in in mvc3 is vulnerable to this. delayed blockstrings can be beaten by a throw, assist, or avoided by jumping if there is a 4 frame hole. flamethrower is good when it is already out but not on reaction to pressure because of it’s slow start up. but in general learning the opponents offensive tendencies is probably best.
as for deadpool as a third character i actually find him really obnoxious and rather fight him instead. no offense to you, he’s just not my type of character.
Yo combofiend is running chris offcast on Justin.tv not to be a dick rider, but hands down the best chris I have seen to date, can’t wait to re-watch the match to try and learn some of his movement with chris.
his very first match was awesome because he took out the entire team with just chris by making good use of all of chris’s moves especially the grenades and his opponent rarely went into the air. combofiend is a great all around mvc3 player but you could tell in later matches he hasn’t spend enough time in the lab with chris. he didn’t punish beyond his bnb combo and didn’t combo after any of his throws which he did use very well. his assists also didn’t compliment his chris well either. so chris wasn’t as effective in later matches and he eventually lost and went with his regular team. still he is the best chris i’ve seen on video so far.
Yep his chris was awesome, his chris team was not so much. Hopefully he sticks with chris, its always nice to have a top player running your character.
His OCV with Chris was probably the lack of experience on his opponent’s part. His opponent did not pushblock the grenade when combofiend was chucking around 6 fire grenades.
Not to undermine the guy, Combofiend is fantastic, but his Chris suffered what I think (or so I think) is the problem of every Chris player here, which is what to do when you have someone constantly on your tail and rushing you down. It’s a really difficult situation andsometimes packing a Haggar or Tron assist is only a temporary fix.
Prone shot under Magneto’s EM Disruptor was sick. It seemed like Combofiend couldn’t capitalize off mid-screen throw. Is it impossible to link s.L after throw outside of the corner and without an assist?
Yeah, I’m having real trouble finding any reliable anti-rush for Chris besides a good assist. If anyone has tips, start spitting them out, please.
I have, however, been enjoying playing with Chris/Akuma/Spencer. Spencer’s slanted grab assist lets you otg off the end of Chris’s BnB into full hits of Grenade Launcher. What’s more, if Akuma’s in and Chris is second you can do an Akuma BnB into otg with Spencer’s slant grab assist and do his standing fireball hyper (not the beam) and DHC to Chris for full Grenade Launcher.
I think it’s possible with crouching M, but it’s a very tight link.
Here’s a link:[media=youtube]kg7q1RMg9aI&feature=player_embedded[/media]
go to around 0:37 to see the throw combo link.
luckily for me, I also run a spencer on my team just like ogrimtitan, so I can reliably and easily combo after a grab at any part of the screen.
nearly everyone in the cast of mvc3 has a problem with rushdown. i wouldn’t say this is a chris specific problem. even rushdown characters have problems against rushdown. it’s just that other characters have the better mobility to prevent the rushdown in the first place.
chris was designed to offset this weakness by having high health, damaging combos, and throws into damaging combos. combofiend did a good job defending and had many opportunities where he had tons of meter and landed a hit or a throw while defending to outright kill an opponent but just didn’t do chris’s other combos ending in a level 3 satellite or THC, or he didn’t have any assists that would help him combo after a throw. he even landed a throw reset after a bnb combo. i don’t think he knew you could otg crouch pistol into THC either after a throw or at the end of a combo, that alone would’ve made his team more successful as their THC would’ve been very damaging.
St.lp also does work after a throw, I am not sure why it fails sometimes and not others as I haven’t tested it, but you could try and take just a step forward before you otg then try st.lp or cr.mp
the link after throw is very character dependent, it doesn’t work at all on a giant sentinel or smaller characters. the timing is also very tight but with the speed increase in xfactor it is easier to do. an assist to combo after throw is a lot more practical.
Justin.tv - offcast - Wednesday Night Fights Season 2 Opener Featuring Combofiend and Justin Wong! Plus 1k Guaranteed Pot! for all who missed it and for those who wanna pick his gameplay apart to see if he showed anything new. His first match is in part 2 at about 12 minutes, 45 minutes, and 1 hour 29 in.
Lol, and that’s what I’ve been doing. I kept trying to TK/AHVB it, but I keep super jumping, I’ll see if I can slow it down. I’d still like to see the full eight hits of SMG on a regular jump though
another good option to help with chris’s defense that hasn’t been mentioned or used in any tournaments yet is the assist counters. when choosing a team think about how their assist can also help as a counter. using an assist’s move as a counter will give it added invincibility and some moves can also be canceled into a super move.
for example i have hulks gamma charge as an assist because it helps me combo after a throw. this is also a great assist as a crossover counter because it is fast and will blow through any move because of the added invincibility as a counter move and i can cancel it into gamma crush that is also invincible for over 500,000 in damage. that’s over half the life of most rushdown characters! i can then bring chris back in to continue the long range damage and meter building. even if the opponent can predict the counter and stops pressuring me the assist will still come out and do their move and i can then protect them and push the opponent away with a move and not lose any meter. make your opponent fear touching you up close when you can block and have 2 meters or more!
this also works for any of dooms assists into any of his hypers but hulks gamma charge into gamma crush may be the best and most damaging crossover counter into hyper in the game. experiment with other assists to see which works best.
after using this more i have changed my game plan a bit. i now almost always save meter for countering an opponent that likes to get in my face and only use meter in a combo when i know it will completely kill an opponent. when the opponent gets close i make sure not to use any moves that will leave me open and just block their attack into assist counter into hyper.
I don’t use tron, but I hear her flame keeps you pretty much invincible.
I use spencer with his type B, it stops a lot of people from air dashing in, and also I use him to combo after a throw
i watched combofiends chri’s again and now consider him just average with the character but a player with good instincts. there were times when he used unsafe moves up close like standing machinegun and got punished for it. it was obvious he didn’t know any combos that used meter and only used chris’s meter to DHC into his far better wesker. he did some things really well that he is generally good at doing with anyone in the game like throws and blocking. i hope he reads up on this thread and/or spends more time in the lab to improve his offensive gameplay with chris.
correction: wesker’s samurai edge assist does combo after a crouching pistol but combofiend pulled it off only once in his match against floe and he didn’t do anything after it. good to know for those who want a chris/wesker team.
Just playing around with Chris in the lab tonight. Forgive me if this is obvious or has already been discussed, but here’s a fun combo I worked out based off his BnB and Spencer’s Slant Shot assist (it can be started any which way, I just chose the simplest which is a standard jump-in):
j.:d:+:h:, s.:h:, s.:f:+:h:, s.:s:, sjc, sj.:h:, sj.:qcf:+:h: (floor bounce), V, s.:h:, s.:s:, sjc, sj.
:h::s:, V, :a1: or :a2: (Spencer Slant Shot), s.:d:+:h: (otg), s.:qcf:+:atk::atk:, s.:qcf:+:h: (wall bounce), s.:qcb:+:atk::atk: (otg) (hold :l: for startup positioning then fire).
Notes:
Damage is just over 1,148,000 without X-Factor
-Requires 4 levels (but builds over 1 level during the combo)
-The timing on the assist-otg-super takes a couple practice runs to get down, but it’s pretty easy and it should be obvious how to adjust the time to make it hit.
-It almost always wall carries from any position on screen, which is good since it’s easier in the corner (though not required, but you must change your start-up input on the L3 hyper at the end if you somehow wind up mid-screen).
-The final Magnum that links Grenade Launcher to Satellite Laser is the trickiest part, but it’s not too tough to be reliable. I time the Magnum input to just as the final grenade is actually impacting the opponent and bouncing them off the ground.
standing magnum after grenade launcher is so difficult to time and see because of all the explosions. can you do this consistently so you don’t waste your satellite laser?