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

Well I really don’t see why he would be giving you issues with the team your running, try to use j. :d::h: to stop some of his jump ins, plus at a certain range a standing shotgun blast will prevent his air dashes, and once he starts getting predictable with his jump ins you can AA him with flamethrower, haggar, or a preemptive land mine for massive damage. Plus since haggar(unlike tron, whom I use) hits front and back you don’t have to worry about pesky cross-ups since you will be protected both ways. When he is full screen charging up his buster and shit call out storm and lay down some fire or nades plus jump around with his air guns to make zero eat as much chip as possible. Jump back gun paired with storms assist can cause issues from the right range to try to use it.

Once he gets in(cause eventually he will porlly get in) just try to block the first wave of attacks, push-block, then either call haggar or lay a mine, or both depending on the situation. Zero hits like a girl and takes it in the same manner so chris can guess wrong a good number of times, but all he has to do is guess right once and zero is most likely dead. You complain about his normals in your post, but I fail to see why you are even trying to go toe to toe with anyone using chris’s normals. Honestly I believe his normals are just there to extend his combos, your gonna be starting most of your combos of his grenades and your assists.

Keep in mind though, that I am probably a worse chris player than you are so kindly take my lenghty post with a grain of salt for I might be completely wrong.

Ummm…thanks?

yeah Zero is hard, try to play less aggressively if possible.

Like jak d ripr said, jumping down H can stop his normal jump dash-ins. If you land a throw, make the best of it. I run spencer and I can easily down H+spencer set-up into a BnB and a throw reset after. Even if a throw combo is scaled, Zero is incredibly squishy.

Set a land mine or throw a fire grenade when you see a good opportunity to. If he’s super jumping or if you push blocked him out of one of his moves, try to set a trap. If you can follow up with a combo after a landmine, there is no doubt in my mind that Zero should be dead or at least with less than 10% of his life.

Learn to guard against him, pushblock zero when he does his forward H move, so that his follow up teleport are easier to block or react to. Remember, if have your back in the corner and he teleports in front of you, he will always end up behind you on all three variations of his command dash. Pushblocking is really important against Zero.

Crouching M Is a good move. Zero’s moves have a lot of reach. Generally, you should always start most punishes or fishing with crouching M unless you are absolutely sure you can hit with crouching L (crouching L is more reliable in scenarios like an unsafe tag your opponent makes). If you land a hit, be ready to chain into standing H and forward H. Some good moments to fish for crouching M is after a pushblock on one of Zero’s slightly laggier moves (like standing or forward H).

Got an invincible assist? Haggar’s Lariat, Tron’s Gustaff Flame, Amaterasu’s Cold Star are very viable options to ward off Zero and allow you to set up a damaging combo after.

Zero is annoying, but if you can find one way to set up a combo on him, he should be gone.

yeah, j. h is a really good air to air

Yaaaaay I do know what Im talking about.

Let me start by saying im not a Chris player and I havent read thru his threads, but I encountered a pretty wild Storm vs. Chris ‘thing’ today.

Chris’s Grenade Launcher Hyper combo can completly stuff Storms Hail Storm on reaction.
You guys might already know this, but I just wanted to share it with you guys.
As a Storm player Im not ashamed to use my Hail Storm to chip out my opp.
So if Chris is in jeopardy of dying to this technique, he can simply do Grenade Launcher to prevent chip, without burning Xfactor.

Really!? Tell me more…like specifically, what do you mean? On reaction to the flash?

I think what he means is the grenade launchers beats out hail storm during the start-up, If Im correct then this isn’t news, any fast traveling projectile, or any projectile to be honest beats out hail storms start-up.

^not this

Let me start with a quick preface:
We all know that Hail Storm takes a while to become active, she floats up and back a bit then releases all hell.
There are alot of moves(projectiles) that will just knock her down on her way up and no Hail will fall.
If she is hit after shes in postition and the hail begins, she will fall and the hail will continue.

But here is what happened:
I call for the hail storm in an attempt to chip him out. As I began to float up and back to get in position to drop the Hail, Chris activated his Grenade Launcher. The Hail Storm was activated but the Grenade Launcher Hyper combo prevented any of the hail from reaching the ground or Chris, I didnt even see a spek of Hail come on the screen.

Im at work now, but I know that Chris took no damage, and I dont think that storm got hit by any of Chris’s hyper either.

Just a strange thing, because I dont know of any other move, Hyper or otherwise, that can prevent Hail Storm from reaching the opp after it becomes active (save for maybe a teleport or something, though that has never happened to me)

Oh wow, my bad, ill have to test that out next time I get my hands on the game. Sounds like quite a discovery thanks for sharing that bro.

you got it, share and share alike, is wht I say

Hot Diggety Damn!!

Okay, I tested out what Nannie said, and it’s nuts. So, as soon as you see the flash, react with grenade hyper. If you can get off the move anytime before she actually says “Freeze” (Which isn’t too tough if your reactions are good), then one of two things will happen:

A) The grenade starts up way faster, so it’s possible for the first ice hit to traverse the screen in time to hit her before the move actually starts (Really only happens if you’re closer than midscreen)
B) The grenade cancels out the ice with its own ice, and Chris literally makes a hit animation, but he’s such a boss that the ice actually does no damage, and he just makes the hit animation. Meanwhile, Storm is left in a very vulnerable position, throwing ice that actually never comes because of the ice grenade. From full screen she is totally punishable by magnum into lvl. 3 or whatever combo you can think of really.

Now, keep in mind that she can still DHC out, but since by the time she can you’ve most likely already shot the second grendade, so unless it’s a cinematic you’re likely to trade with it.

REALLY useful. I can’t stress that enough. EXCELLENT find, Nannie!

Wow, woulda never guessed, hopefully someone captures this in video form cause I would love to see this with my own eyes. On the flip side, I wonder what other interesting properties the nade launcher has.

What’s your combo? Post every single button you press.

So it is not just Iron Man/Akuma excusive eh?

I mean the “taking no damage after stuffing the hyper with Grenade Launcher” part. I had a similar thing happened to me with both Proton Cannon and Akuma’s Beam. Basically, I hit them and take no damage form the hyper as well. I thought it was just a gllitch/online stuff, but maybe not. We’ll need to thoroughly test this.

Works with them too!? You’re right…this does need testing.

Yup, just tested those. With Akuma it only works if you do it first from a long range, you just negate his beam and Chris does the rest of the grenades :lol:, with Iron Man you can get two things, if you activate it almost immediately you can get: the Akuma version if you do it from a far distance or, if done closer, just trade while taking no damage, and can dash in for a combo :rofl:. I think the freeze grenade causes beams to lose their hitbox, so it should work with many things, but I can’t test it right now.

Here’s a video made in like 10 minutes: [media=youtube]XTe8BrJVILQ[/media]

Good shit, sucks you gotta do your first against akuma but Im sure people will find ways to practicalize this finding. Oh and those :m: nade relaunch combos, can you do that with tatsu/jam session?

you can grenade launcher through entire THC’s too. if the grenade launcher can negates any of those supers alone then it will negate all 3 in a THC too!

I don’t think so. I’m pretty sure hard knockdown is the only way, I didn’t try those, but I did try Dark Hole which lasts about half the time required.