i don’t know about you guys but i don’t put too much stuff on the ground. chris needs the opponent on the ground and if they see a grenade coming they’ll just go into the air, the last place i want them. although having the ground full of fire seems cool it really isn’t if the opponent can jump out of it. another move i don’t really use all that much is prone shot because i actually want to get into a ground projectile war.
at high level play chris’s keep away is very easy to escape. other keep away characters have better ways to keep an opponent grounded like arthur’s air projectiles because they are horizontal. even ryu’s simple air fireball is better at this. sometimes you’ll want to mask chris’s ability to control the ground so the opponent will feel more comfortable fighting on the ground.
I agree that most of his projectiles are only effective on grounded opponents - he has pretty crappy air control in general - but your plan is to fool them into thinking that he can’t control the ground?
I know what you’re saying, but masking your air weakness only lasts so long, most people can figure out pretty quickly that chris’ projectiles don’t cover too much air space. I usually just want a pool of flame to back me up whenever I get a chance.
So this should come in handy: if you cancel a m nade (suck on–loading grenades!) with grenade launcher hyper, the m nade will bounce the opponent out of the ice knockdown from the air. It allows the grenade launcher hyper to act as an anti-air hyper, with the huge ice explosion, followed by knockdown and m nade bouncing them back up to get hit again. It also works with the land mine.
Yeah, this is known for a while, but you need a hard knockdown assist to make this viable. Haggar’s Lariat and Jill’s Arrow Kick are what I usually do after the OTG pistol.
Jill’s arrow kick? Cool! I’m definitely trying that out today.
[EDIT]So after trying this out, I definitely approve of Jill as a partner with an arrow kick assist. Very nice. You can call her in, wait a split second, m nade xx confirmed grenade launcher hyper if she hits.
Also, you can quite easily air boulder punch an opponent as a follow up to an anti-air m nade or land mine, cancel it with X factor, m nade xx grenade launcher hyper, (again using the m nade to bounce them to keep the hyper going without the ice effect). Won’t quite kill a full bar in most opponents, but it’s really close and is really easy to pull off.
Hey FYI for all those who didn’t know, tron DHCs into grenade launcher(and probably sweep combo, didn’t check). Just thought id let y’all know. The OP of the team building thread should probably be updated with a guide for picking teammates for chris and also the people who DHC well with him. Ill gladly lend a hand to building it and Im sure tons of people will be glad to lend their knowledge, I think it will generally help the chris community as a whole.
Man Jam session is a godsend for Chris, like people were saying earlier they are scared to make the opponent go into the air as they can just run all day, but if you lay jam sessions on them they cant do shit.there is really no other assist that creates a wall the oppoenent cant cross, and they sure as hell are not gonna beat me on the ground when its basically a bonfire down there with chris blasting them. They basically have to get to me before jam session caomes out, or durring the cool down, otherwise they are eating lead all day.
Edit: Cool notes; chris can react to akuma beam supers with lvl 3 and beat him, also ammy super. Tons other too, but these are some of the spammiest
idk i beat ammy and akuma clean o.O, hmm i need to test it more, cause i do remember trading with the ice part. Maybe it was block the first fire wave then lvl 3
Ok, I just hopped on and tried it with Ammy, Akuma and Dormammy.
I beat all of them clean, basically by reacting to the flash with lvl. 3, then mashing the button as hard as I could. Ammy’s has strict timing, since like Felinoter mentioned, it is very possible to trade with the ice. If you do it quick enough, however, you can beat the super clean from any part of the screen.
Im curious, I hear jam session eats projectiles, does it help chris against opponents with faster projectiles? I run chris/akuma/tron but Ive been considering tweaking my team so if jam session helps chris out in more ways than one ill gladly add it to my team.
I’m dropping sentinel, he just doesn’t click with my team, but thankfully hsien-ko fits my pseudo trap team team (also it beats tron’s gustaff fire assist :D).
Anyways, what do you guys think of the zero match-up? I couldn’t seem to keep him out for long.
something that will help in chris’s corner reset game. if you end a long combo with boulder punch H right in the corner you can do crouching pistol and neutral jump air throw. against sentinel you always have to jump forward. you will grab your opponent regardless of the direction they try to recover. really helpful because you don’t have to guess the opponents air recovery direction. if you’re good at air throwing at the very first frame of recovery then all the opponent can do is try to tech the air throw. with an assist that can help you combo after a throw you can do this indefinitely killing the opponent without using any meter!
chris has an amazing corner air throw reset game. having an assist to help combo after a throw is a must! he has many ways besides otg pistol that’ll surprise the opponent into an air reset.
I don’t mind the match-up, but that mighta been cause of the player. I just jump back :d::h:, when ever he is tryna jump in on me, and when he gets within a certain range, I use the shotgun to keep him out cause its surprisingly effective at stopping jump ins. Also his teleport is a lot more obvious than weskers, thus making it less effective from my experience at getting in. Plus zero does such meh damage and dies so quickly that he just doesn’t scare me as much. All it takes is him landing on one landmine and all of sudden he is at 10 percent. Don’t take this as an implication that zero is garbage, I just think chris has a lot more terrifying match-ups.
Hi guys, I am having a very difficult time with spencer. The player would call in projectile assist to cover the bottom part of screen and then he would zip right on top of me. I just cant keep him out and I’m afraid to call in assists since bionic arm is invincible and nothing chris can do to protect them (it even goes through grenade launcher super) I really need some help against spencer my team is Chris (grenade)/ Haggar (lariat)/ Tron (Gustaff fire)
spencer isn’t much of a threat without a meter. you can spam your moves if he doesn’t have any but if he does have meter be ready to just back off and block a lot. he doesn’t have overwhelming close range pressure. the only thing you have to look out for is his overhead and it’s slow. only send your assists out when he’s up close and you’re blocking and learn to punish with a combo after your assists hit him. you also have two really good defensive assists so alternate between the two when one takes too much damage. if you’re really good at blocking then all he can do to you is throw you. this isn’t so bad since throw into combos take much less damage.
i can’t stress blocking enough because it’s so impulsive for everyone to spam a bunch of moves for chip or to keep the opponent out. chris’s moves seem safe and fast but they’re not if they don’t hit and the opponent is up close or can beat your moves. against highly maneuverable opponents this becomes really important.
learn when not to push any buttons at all. solid defense is a must when playing as chris. against opponents with teleports or crossovers being cornered isn’t so bad because then they can only attack from the front. learn how to block everything so that all the opponent can do to you is throw you. all throws into combos take %50 less damage. nearly all chris losses i’ve seen happen when he leaves an opening by doing a move with the opponent up close and they gets a full combo that kills him. for example in combofiend’s video he tries to put out a landmine while magneto is right on top of him and got stuffed by floe’s magneto and died. other than that mistake he did a really good job of blocking the rushdown.
and lastly have an assist that’ll allow you to punish a close range attacker while your blocking. if you want to be good with chris then it is essential that you learn to do chris’s damaging combos after your assists punishes an attacker. learn to otg combo after haggars lariat, hit confirm S into bnb combo if tron’s gustav fire hits, standing magnum into combo if hulk’s gamma charge hits, experiment with other defensive assists.
opponents will keep rushing you if you don’t know how to punish them for doing so. believe it or not i sometimes play with chris like he’s magneto or storm with psylocke’s assist from mvc2 and it works exactly the same way for him.