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

agreed with cambosam, if you can do it consistently go for it able to take out sents pretty easily with this combo.
Seems too unreliable for the meter cost though.

Well I’ve only been working on it casually for a couple of nights, but I’m finding it’s not that tough, actually, and getting easier. As I noted, you don’t try to watch the opponent, but instead watch (and listen) for the grenade impact. As the final grenade hits and detonates, input the Magnum command. As long as I don’t get jumpy, I’d say I can land this 7/10 times right now. I assume more practice will yield better consistency. I’m also interested in trying out boulder punches instead of the Magnum to see if that’s easier.

How are you guys utilizing grenades? I saw combofiend do multiple :h: grenades in the corner, other than that I don’t see a lot of grenade use. I usually toss one when the after a snapback/character kill so there’s something out there when the next char comes out. Other than that I don’t use them much. Ideas?

i’ve discovered a surprisingly good assist character that hasn’t been mentioned anywhere that can help chris’s defense when being rushed down. magneto’s force field! if it connects it will cause a spinning knockdown so you can combo afterwards with a jumping magnum into whatever you want. you can also use it as a crossover counter and hyper cancel into magnetic tempest for damage or safety. magneto is also a good character and chris’s gunfire assist compliments his rushdown well.

Brahma I use the nades pretty much the same as you. Throw one out after snapback or killed a char. sometimes I’ll try H Nade, Machinegun, H Nade for as long as they let me as they’re coming in. thats about it though.

if you remove the air combo ending in a magnum ground bounce from your combo then you can do standing magnum after the grenade launcher, jumping forward magnum for a ground bounce, and then standing magnum or boulder punch H into satellite laser. that is a lot easier to reliably hit confirm and does only a little less than the relaunch combo.

H grenades are really risky without an opening. another time you can use them is when the opponent runs away high into the air and don’t have a way of suddenly attacking. if they fly around you can get 2 grenades out but i only use it against those that can’t close in with a quick air dash, teleport, or dive move.

another good time is when the opponent is in an otg state and are just lying there you might want to force them and/or their assist to roll into flames. opponents can call assists when rolling and some opponents may do this.

IMO the L Grenade is REALLY useful, comparable to Dorm’s Flame Carpet in applications. The other ones? Not so much. Too much startup most of the time.

Aside from throwing one out behind an assist, or putting one out while a character is coming in, I don’t like the H grenade lol.

Throw an :h: grenade during a blockstring, and if the opponent tries to hit you it explodes saving you from their attack. Or

Throw an :h: grenade, then immediately go on the defense and hopefully your opponent attacks, then pushblock them into the flames the go on the offensive.

Thats all I’ve gotten out of it.

Did this last night, works great, definitely worth the trade. I did it in the corner, fighting Dante, did the block string, threw H grenade, he then attacked got L,M, then ate the fire! After that I just went into combo, to magnum relaunch.

I wonder if I could have thrown another H grenade for extra hits?

What I usually do is put down a H grenade, then a land mine. If they start jumping towards me, I just jump straight up to shotgun. Usually they block it, but it makes the H grenade blow up, they eat the chip, and if they push block, I just SMG for the chip, if they don’t push block I just start lobbing H. grenades for chip until they push block me, then I go to the SMG for chip lol

Just do the H BP, does more damage and still cancels into Satellite Laser. And Chris’s bnb moves them all across the screen anyway, so you’ll always end up in the corner for BP to connect.

I start to use the hp grenade after any blockstring that end´s with f+H.Cause everybody masches like hell in this game and this will cause the grenade to explode.Free combo.It even works against good players cause they try to Advance Guard.

i think there is too many things in this game that stops chris from zoning.he does a lot of dmg sure but who doesnt?

he has no tool to combat someone who is lets say is phoenix and super jumping throwing homing fireballs all day and teleport on u, what if wesker is just super jumping bullet and teleporting? shoot even magneto disruptor >chris. why not pick taskmaster cause his arrows id consider better than any of chris’s gun moves.

Justin.tv - iplaywinner - Starbase Arcade: MVC3 Tournament @ ~10PM PST

if you go to like 1:16:00 you can see me and champ have a small set, not the best chris but you can see how i try to approach some of the better characters in the game.

Hey guys, i stumbled upon an interesting gameplay mechanic that i had never heard about before. I was messing around with chris’s standard bnb into a cr. H pistol otg in the corner. Then i accidentally hit both assist buttons. To my surprise the cr. H canceled into a team hyper combo and added up to like 900 damage! I know cr. H isnt cancellable by anything else other than X factor, but i didn’t know that

you can cancel normally uncancellable moves (not sure about all) with a THC or Crossover Combination

Is this common knowledge? I havent kept up on every little detail in the game.

Wow, deadpool actually seems purty sick, I wonder why we don’t see more in tournaments. He seems like chris but with less damage, less health and better space control. On a separate note, I don’t know why this never crossed my mind but it seems dante is a very good teammate for chris, I might switch out akuma for dante. That jam session really seems to help chris out.

Plus if there is one thing I learnt from your vid(and am once again surprised I didn’t already know) is that chris’s :h: nades are very good for defending against rush down characters I think. They seem to explode right in front of chris making it a psuedo flame carpet that doesn’t disappear when he gets hit.

yeah people have been messing around with this. check out this video for examples:

[media=youtube]Ei04alW6O-w[/media]

I don’t know if you guys know this, but if you do land mine, immediate h nade, the hard nade explodes exactly as it hits the ground along with the mine. Gives you a nice little close fire shield and both explosions can hit your opponent simultaneously.

Also, after watching the above video, it certainly confirmed the logic of my plan to switch to Dante as a partner (although I was also looking at Super Skrull’s tenderizer, too, but it’s not tall enough). That assist should be a huge help for Chris, holding the opponent in place, while you set up for your next attack. Trish simply can’t do that. Plus, it confirmed my theory that when your opponent S jumps, it’s H nade time. I wasn’t planning on doing it like that, exactly, but that seemed to work okay. I was planning on doing the mine, H nade, dual explosion I mentioned above.

Lastly, have you guys noticed that against some opponents, you can use the H nade fire to combo in a lvl 3 even with the opponent bouncing off the ground, e.g. Tron and Arthur? You don’t need the ice to hold them with the fire juggling them.

Yup, you can do the same thing with Wesker’s d/f+:h:. Combofiend uses it a lot in some of his earlier tourney matches. AFAIK pretty much anything is cancelable with THC. Really useful if you have only 1 character left.

well thats pretty cool. When i found that out i was like 0.0