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

This is just my opinion, but I honestly believe chris’s normals are only there for extending his combos, the only normal attacks I use outside of combos are(funny enough) his command normals, the pistol, baton, flamethrower and knife every now and then. With that said, I have never played a deadpool so I can’t really give too much advise but from what I know of deadpool, his jump specials are unsafe on whiff since he can’t block till he hits the ground so make of that what you will. Also I am bout 100 percent sure all of chris’s guns beat out pools guns if you can find a way to compensate for their 20 frame start-up.

Overall I wish I could help more but I can’t really think of anything, all I know is against arthur(who plays kinda similar to deadpool) chris has to be on the offensive since he simply cannot trade full screen shots with either of those characters. So with that said I guess what you could try to do against deadpool is more jump in guns whilst you are making your approach and always beginning your offense with a j. :qcf::l: because that thing is like +20 on block and like +100 on hit or something.

so if they block my shotgun I can get free hits? +20 frame advantage is fucking huge

Air Gun L is ridiculously safe. The guide mentions that Chris should be constantly doing this, as that’s pretty much a fool proof way to get chip or some decent damage. Combos scale if you hit with it, but it’s still good stuff.

And even if you get push blocked, just whip out Gun M and you’ve got 135,000 in guaranteed chip damage.

Im not sure the exact numbers, but it is a ridiculous number like +20 or 30 on block, the only reason why I don’t use it is cause I am still getting the hang of performing his air guns since the timing requires a little getting used to. Although you do have to hit em with all 10 shots to get the frame advantage but even if you only connect a few you still get some really good frame advantage. If you are on the offensive, I can’t think of too many reasons not to be jumping in with that move.

Damn wish I ordered that guide with the game instead being too hyped and buy it from stores instead lol

Jumping Shotgun is a great move that I feel like I never have a time to use it.

In my matches I’m either across the screen doing qcf+H/M or superjumping qcf+H/M with the occasional dp+L and long-range Jumping d+H…or I’m in Crouching :m: range so I do that instead to try and land a combo. If the opponent rushes me down I call Haggar (if he hits I combo off of it, if he whiffs or gets blocked I try to slip-out and play keepaway). Then when I end my corner-combos I just go for air throw resets and maybe try another Crouching :m: before the fight goes long-range again. And of course I use dp+H on incoming characters.

But I never stop and think “now I’m gonna jump and do Shotgun and use the frame advantage to…do something” nor do I expect to just randomly hit them and go into a scaled combo. I just never do that, and I think I prefer staying back anyway. The only time I can think to use Shotgun is against Ammy (she tries to rush down: jump-back, Shotgun. If she blocks it she’s in blockstun so I do it again. If she gets hit I go into Crouching :m: combo).

That’s pretty much it. Yeah, it’s a great move, but I’m just always busy doing something else. Against all of these rushdown & teleporting characters you gotta seriously multi-task with Chris and keep your rhythm going or else shit falls apart and you get eaten alive.

Just call a gtfo assist then proceed to tk j. Shotgun in whatever direction. Normally mess this part up a lot of the time. Tiger kneeing specials in this game is mad awkward, though you can get a full air machine gun off this and magnum comes out at very nice angle.

I personally like throw a flame grenade then ground shotgun or machine gun for nice chip and a pool of magma on the ground.

i agree with winback. although shotgun is a great move to hit the opponent on block or hit, there just isn’t a great time to use it. at shotgun range i usually prepare to block or back off as most of chris’s moves are too slow to be safe at that distance. i do think there are good times to use it but it isn’t being thought of and discussed anywhere yet.

here’s some that i’ve thought about:
-repeat neutral jumping shotgun at max range on cornered opponent seems like a great form of pressure that deals a lot of chip damage with a small window for escape.
-jumping back shotgun seems like a good move to cover the opponents corner wakeup options. it’s range might cover both forward and backwards rolling.

those seem to be really good times to use the shotgun so i’ll try it out more and see how it goes.

I use jumping shot gun when my opponent has about 1/8th of life left just to chip them out. People don’t realize how much it chips so they’ll block 2-3 thinking they are fine and they end up dying. In general though, I find it hard to use because people are always jumping and he has no front hit box on that thing. I suppose the best time to use it would be as cambo said during tech chasing. That way it guarantees the opponent isn’t jumping to hit you and you might have the added benefit of not having to deal with L mashing from the opponent (when you miss-time a cr. M and you get L’d x3 into combo), that would depend on how long the hit box is active for though.

Does anyone know why dp. L gets blown up early without hitting the opponent sometimes? I notice it happen a lot against Tron. I’ll try to dp. L when she goes for air dash H but instead I’ll get hit and the mine won’t explode on her, it explodes early. Does the mine blow up when Chris gets hit? Or does Tron have a weird hit box? Or is it something else entirely?

The mine blows up when Chris gets hit, yeah.

This might actually be it’s biggest problem. This is Marvel…people be jumping like fuckin’ rabbits the entire fight. You gotta really lock them down just to get them to sit there and block jumping Shotgun…but let’s say they super jump the moment you jump and begin executing the motion…you’ll do jumping Shotgun, miss them by a year, and think “fuck…there he goes” while your opponent is already in the air above you and you’re in a crappy, unready position.

I know that sounds like worst case scenario in theory fighter but I can imagine that being pretty common.

i haven’t had much problems against other zoners. his magnum and jumping pistol lets him outright win. magnum blows through almost every normal projectile, knocks down the opponent, and you can combo afterwards. jumping pistol has good range and is fast enough to stuff a lot of zoning moves on startup. i think chris is a great anti-zoning character.

Smart use of Jump shots and good timing with his magnum is all Chris needs to outzone other character. Done forget prone fire as well for guys with faster projectiles.

Well, with regard to theory, you shouldn’t be using tactics that will put you in severely unready positions unless you know for sure they’ll work. Jump Shots are clean, easy, and significantly less punishable when properly covered than jumping shot gun – you can apply forward pressure with those and a good assist until you put your opponent in a consist pattern of defense that you can punish with a j.Shotgun or similar. An important part of fighting game theory is not just reading your opponent, but controlling them.

Btw, I tested the shotgun and shot it in the face of my dummy, blocked all bullets, I didn’t get a free jab or nothing, I doubt it’s +20 frames and the jabs in this game aren’t
i20 frames either, I thought you could get free stuff after a blocked shotgun…

Ground shotgun isn’t so advantageous, although it’s a legit +6 or so. Jumping shotgun is the one that’s really swell.

yeah jumping shotgun is the way to go the closer to the ground the faster you recover. everything chris has standing will connect off of a jumping shotgun.

Aight will test so more with him, Chris has so much potential but Capcom need to buff him up for real, more range on his normals would be a start

I fail to see how you can put those two statements in the same sentence, I mean isn’t that a paradox? Chris might need a buff in the long run but at the moment we are still learning about the full applications of his numerous weapons that its hard to make that claim yet. Like you said, he has so much untapped potential that we don’t know what his ceiling is at the moment. And i’ve said it once, ill say it again, I fail to see why anyone is even attempting to use his normals outside of combos, his “pokes” are his guns and mines.

what do you think is his potential? other than L, he already has great range on his normals, so i don’t understand what you are asking for.

Plus, have you seen the range on his c.m and f+h? Hell, even his standing H has a pretty far reach.