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

If he does Bionic Arm and you call Haggar, he will probably get hit even if you got hit. In fact any time someone does a super relatively close to you or a super that goes to you, just call Haggar for free lariats. Watch out for DHC’s or X-Factor in general. I myself need to get into the habit of doing that. If you are actively trying to bait them into doing that, use pistol shots more since you can’t use assists in the middle of special moves.

Alternatively, you could also try using assists normally and just block any Bionic Arms. It’s all recoverable damage anyways and with proper defense you’ll be back to 100%. He’ll have to blow another bar or his X-Factor to make them safe. Just make sure to be in a neutral state at the time your assist is most vulnerable instead of spamming projectiles for chip. So when you use Lariat, just be ready to block when the invincibility is about to go away. When you use Gustaff Fire, be ready to block a bit after the flame starts.

The best way to beat the zipline approach with projectile assist cover is to jump at him and go for an air throw or surprise air H/S. A lot of people don’t expect Chris to jump at them and attack. I’m not sure how good Spencer’s priority is on his air normals, but I doubt he can beat them cleanly. You could even call Tron right before you attack in case he does beat you so he’ll fall into the flame and drop his combo.

So, if anyone is interested, I have an easier way of getting all 8 hits with a normal-jump machine-gun, etc. If you crouch for a bit, then do the motion for gun fire, into up to jump into the attack, you won’t super jump and immediately do open fire. Also, it gives a little more range/speed to your normal-jump gun-fire. Jump-back, shotgun might turn out to be handy against jump-ins.

I mentioned this before but only said “slow it down.” That works, but it’s not precise. Holding down for a split second is more consistent.

all throws are 1 frame so they beat every move that takes longer than that cleanly. and both assists help you combo after a throw, dH. learn them!

I know this sounds very scrubby, but after the Haggar lariat is it better to otg with j.magnum or j.machinegun? I can connect my launcher from tron quite regularly but I can’t seem get haggar’s timing down (especially when it hits as AA). In the end I tend to just flamethrower after the lariat.

I’ve been ending combos that end in sj.:m::m::h::s: in the corner with :h: grenade, mine. If they tech back or don’t tech, the mine blows up the grenade, leaving them stuck in guardstun briefly. If they tech forward, mine autocorrects and they must block (haven’t tried vs. invincible supers/moves though).

If you complete :l: boulder punch, :l:, :m:, :h:, into the corner, but not starting out too close, bouncing your opponent high with an immediate magnum and then immediately do :m: nade, very quickly cancelling into a grenade launcher hyper, you will land the hyper perfectly without the ice effect. This is nice due to the massive damage the of the grenade launcher hyper relative to it being a lvl 1.

There are other circumstances where you can bounce your opponent high, using :m: nade or assist combined with the magnum. It certainly requires precise timing, though and you also need the corner to keep the opponent close enough to complete it. Captain America’s shield throw seemed to facilitate a high bounce well for me to then magnum them off of it and get the hyper.

Of course, following any magnum or boulder punch, you can always x factor cancel into :m: nade xx hyper, which is considerably easier.

I’ve been rolling Team Muscle Men (Chris/Hulk/Haggar) as a third team and I gotta say I am loving Chris’ flame traps.

You can combo off of frag grenade instead of landmine after full combination punch? :open_mouth:

If you’re responding to my post, yes, but only if you throw the nade immediately at a just cornered opponent with some space between you and then quickly magnum them to juggle. They’ll fall back down onto the explosion, allowing for another standing magnum or whatever off of that bounce.

It’s less about the combination punch and more about the magnum, really.

so this should be possible with the right spacing then?
jump magnum, stand magnum, grenade M, grenade launcher.

after grenade launcher 1 hit is grenade launcher, 2nd hit is grenade M, 3rd, 4th, and 5th are from the grenade launcher?

thanks for the tip i’m gonna hit the lab some more.

After like 3 weeks of doing this I can say that this is the best advice I ever got from this thread. Now I only use :d::l: when I’m up-close and want something that’s 2-frames faster. But any other time (99% of the time) I use :d::m: from a distance and it’s too beast. The range on it goes much further than the slash graphic. It has only a little bit less range than Wesker’s :d::m:.

wtf another accidental post, what is wrong with this place?

I don’t think the bounce would be high enough to buy you the time you need to pull off m nade, launcher combo. I’m just barely pulling it off as it is with quite a high bounce. Still, I guess that’d be worth a try.

Yup, that’s it.

So I used my Manly Muscle Men team on some guy in a lobby when I was with my friends (wasn’t a private lobby) and I used the amazing keep-away game that Chris has and using Hulk’s AA assist and Haggar’s Lariat to keep him off of me. I did this for about a minute until he just stood there and raged in a FREAKING LOBBY. XD

Good shit, but outta curiosity do you need both the lariat and the hulk AA? Isn’t that a little overkill? I can imagine gamma wave would really help chris and haggar out.

It is a tad bit of an overkill but I switch from AA to Wave depending on who I am against, but AA is always good just in case. :3

you can use both but jump gun moves. but magnum uses up a ground bounce so your combos won’t be as long. you could also do standing magnum after the assist hits. jump as soon as you see haggar connecting but you do have a lot of time to otg them as the opponent lies on the ground for a while. the combo i use most is jumping machinegun then immidiately H,S air M,M,H,S, jumping magnum, boulder punch H into reset or satellite laser.

@Mordie-Kai

i haven’t been able to hit the lab yet but i think any assist that leaves the opponent in an otg state should work. for example with haggars lariat before the opponent hits the ground i grenade M cancel into grenade launcher. 1st hit of grenade launcher otgs them and they get hit by the rest. this makes it much more practical and easier to do consistently. really nice as it takes off more damage than his level 3 satellite and you can follow it up afterwards.

i can confirm it works but only when your about halfway away from the corner so this isn’t as practical as i’d like it to be. maybe another assist.

i just want vent and say i hate that chris’s combos are so space dependent. when i’m hugging the wall and comboing the opponent at the corner i have to jump back and magnum to otg them or else the combo ends. i neutral jump air combo because on the screen they’re at the very corner but when i finish an air combo with S i get a flying screen and they get knocked another screen away so i can’t otg them because i’m too far. do you know how many dropped combos and lost games i’ve had because of this crap. it would be nice if the backgrounds helped to indicate where i was but most of them don’t because it’s so dark!

Well if it makes u feel any better a lot of other characters combos are spacing dependent as well.

Ugh Zero is pissing me off. Went to the play n trade local touney for a chance to get into nationals. Made Top four only to get blown up by a scrubby Zero.

Just seems like Zero can blow you up by just rushing and mashing buttons and if he gets a hit it’s over. Lost my Haggar to the same random tactic twice which cost me the match. He ran Deadpool and Hulk but they posed no problem except they extended his crappy damage.

Zero is just a bane, I can’t stand him, he’s just a rolling ball of attack boxes you can’t touch it’s stupid. How do you Chris players deal with this? How do you keep him away or how do you set up traps that will punish Zero and slow down his momentum? One of my biggest problems with Zero is that he beats so many peoples normals clean it’s retarded. His Size just makes it difficult to really hurt him. Please help. PLEASE HELP!!!

Chris y / Storm a/ Haggar a