I’m finding chris’s lvl1 hypers very weak to such an extent that it feels like it’s hurting the overall damage potential of my team. They rarely combo when an opponent is in any kind of airborne or juggle state and as a result he can’t use them to boost the damage of his bnbs and he can’t DHC with other characters because virtually all hypers leave the opponent off the ground.
He’s a pretty nice battery but when push comes to shove and I need damage RIGHT NOW, like when I catch a character + assist in a combo it seems like Chris just can’t deliver. Any thoughts or advice?
Well your combos depend on your teammates, chris can get an easy 500k without any assists or meter, similar to wesker(whose damage no one seems to complains about) but with the right assists you can do shit like this [media=youtube]lsUlQFfTSC4[/media] so it all depends on your team.
I think the slow normals are a part of balance for chris, you know, since he can play keep away for good amount of time, have good air to ground projectiles, and with assists that covers air space, you can zone the opponent for quite a long time. The good range is for those who keep on wave dashing thinking they look cool, then bam there goes 500k of your life.
Not to forget how painful as hell his projectile hits is ON BLOCK. Seriously, if I down a character of my opponent, I can just walk backward a little bit, throw a Heavy version gernade, jump in shotgun in to flame thrower for over 300k of damage on block, or i choose machine gun if they see it coming and they advance gaurd for 250k-ish damage on block, or substitue both of them to launcher on hit if the opponent pressed a button.
But I have to admit, when compared to brain-dead easy beam attacks of some characters, it kinda hard to adjust to other keep away characters. Yet it is fun when my friend and I play using Chris and Arthur on point, and our teams are other keep away maniacs. The screen just… wow.
all these people complaining about chris haven’t really put the time into learning him and creating a team around him. he has some of the most unique playstyles in the game. he can deal heavy chip damage from any range, he has deadly combos starting from nearly any range, is an anti-zoner, can combo off of all his throws, has both otg and wall bounce abilities, has above average health, and has good assists
slight improvements in his abilities can make him too overpowered. someone mentioned giving him a faster shotgun, that would mean jumping shotgun infinites on hit or block. faster normals would mean he can stick out a normal while under pressure and kill an opponent for trying to rush him down.
lol that was a disappointing read, I was all excited thinking someone had figured that match-up out only to read that. It definitely feels like a nightmare at the moment, hopefully it gets better with time.
Right now it’s pretty dreadful but I’m still tinkering with it. I’ve got Haggar lariat assist (for “GTFO me” but Wesker has a pretty low profile during his crouching moves so it’s iffy yet still workable) and Ammy cold star (not that great from long-range). Maybe if I had better assists I could handle this fight better. I find myself just switching to Ammy and using Chris gunfire assist and then I can handle the match, just gotta watch out for his Counter hyper and Sentinel drones.
When you first go into the fight against Wesker you totally have this “I’m Chris Redfield…I can take this motherfucker” attitude, and their intro definitely gives you that arrogance. You zone a bit. He zones back (being cautious of lariat assist). Lots of jumping and super-jumping gunshots/gunfire. First thing you notice is that his Jumping gunshot is much better than yours since he can teleport after it and do it again if he wants, meanwhile once you shoot yours you can’t do anything (even block) until you touch the ground…so then you use it less than you usually do. Next thing you notice is that Land Mine ranges from helpful to “wtf he teleported right through it” but it’s not like he has to rush you down right away so laying mines isn’t always on your To Do list. Most of the zoning goes on and on, you’re ahead of him on chip, and you think it’s going to last…until he gets in.
His movement is faster than yours. His normals are faster than yours (both his :d::l: and :d: have better speed & range). Lots of the times when you super jump up or up/back he can call drone assist, teleport underneath you, and have you sweating all the way back to the ground wondering “which side will he be on? Am I gonna land on the drones? etc” Oh yeah: if you do ground Magnum, ground Machine Gun, or Land Mine and he teleports anywhere around that time…kiss your ass goodbye. He juggles you into a Hyper, DHCs twice from all the meter that was built-up during zoning and during the combo, then Chris either dies or is on life-support. On top of all that he has the same health as you, he has a terrific air throw, and he can go for the Gun-Counter gimmick sparingly enough for you not to expect it. And no, don’t even mention jumping Shotgun in this match-up. I only use that on players who are afraid to move and Wesker players aren’t the type.
He’s one of the few high-health rushdown characters in the game just like Chris is one of the few high-health zoning characters in the game. So the question is: how long can you last until he gets in? If he has a good assist or teleports at the right time…it’s gonna be soon. It’s like Guile vs Balrog in SSFIV. Yeah, everyone says it’s 6-4 Guile but that’s assuming Guile can zone Balrog’s ass out most of the fight. But once Balrog gets in or you turtle into the corner that shit immediately goes to like 4-6. Chris vs Wesker is almost the same thing only from far away it doesn’t seem like 6-4 Chris in any area other than chip damage.
Like I said, I’m still tinkering with it. I think right now I’m just really lacking a good team structure vs Wesker (other than Ammy w/Chris assist) and the problem is I have no intention of changing my team because I play favorites and I’m too stubborn/lazy.
Yea, ill prolly play a little wesker to get the hang of his teleport ranges since his teleport doesn’t track. On a slightly related note, how do chris and ammy work together? Just outta curiosity? I have been playing chris/akuma/tron but I have been considering switching akuma and tron out for storm and ???. I considered haggar and tron but I don’t like either as an anchor and Im not a good enough player to compensate for their deficiencies as anchors, so how does ammy work for chris with that cold star? Like how does it help any of chris’s deficiencies? Namely faster projectiles and anti-airs?
Cold Star has its moments (corner pressure and in up-close fights) but I’m starting to like it less and less over a traditional full-screen gunfire/beam assist. I don’t use it all that much when I’m zoning with Chris or when I’m trying to chase-down with Haggar. But yeah, the moment they get in the corner (even after a corner combo) or they fight me up-front I call her out for some pressure & chip or for when I don’t think Haggar is able to help. I just hate the angle & range of her blasts (doesn’t help Haggar get in), plus Ammy stays out a bit too long and with her shit health she can’t afford to do that very much. If I’m fighting someone with a good full-screen projectile hyper (Dormammu, Sentinel, Ammy, Storm, etc) I’m scared to death to call her out in case they react.
However when reversed (Ammy w/Chris) that shit feels great. Airdash C pressure w/gunfire assist all day.
Well thats disappointing, maybe ill just stick sir dorminghton or the man with the bionic arm in there, sucks too cause if they had picked any of her other cold star shots the assist would have been amazing with chris, but I guess it woulda been a lil broken.
i play chris with lariat assist too and when i fight a really good wesker i feel like all i can really do consistently is literally just block and try to get haggar to hit his rushdown so i can combo afterwards. i only use a move when he is full screen away and even then i’m overly cautious. he just closes in too fast at any other range. i never super jump against wesker as chris is free to a crossup airthrow into combo on reaction from anywhere. he’s the only rushdown character that can also keep chris away really well with jumping pistol and teleports. other air keep away characters chip damage is easy to avoid the but pistol is just too fast and he can be anywhere after the shot. i can’t counter or avoid it consistently without superjumping, something i don’t want to do too much against wesker. i think if wesker wanted to run and air pistol me to death he can, but most don’t have the patience, something i do take advantage of.
even when i do land a hit he’s one of the few agile characters that i need more than one combo ending with level 3 satellite to kill without xfactor. wesker is probably my most patient fight.
Wesker really gives me a lot of trouble as well. I’ve got a few things down, but he continues to be a giant pain in the ass.
His air pistol follow ups aren’t incredibly great, except when they have a pretty good assist to back them up. Depending on the assist, I usually wait for a blocked air shot and then throw out land mine no matter what. If he uses light teleport, he’ll hit the mine no matter where he drops, but occasionally he’ll go through it (it mostly just seems buggy here and there, definitely not often though.) Back air teleport is pretty slow, might be able to tag it with magnum.
Ground shots have all the better followups, so I really need to figure out a good counter ><. Right now I’m just throwing out tron after any blocked shot. But I’m guessing that Chris’ jump shot does okay against wesker ground shot. Does anyone know if you can get a trade H grenade out during wesker shot? I imagine that could help some.
I really don’t think Wesker has strong zoning though. I think he has two solid tools to compete, but he’s just got those two single hit trajectories. Oh, and if anyone was thinking of running dorm, I would definitely recommend pillar assist. Having that wall and throwing out sj. Guns and grenades makes for super fun zoning.
I love Atashiwa’s Chris corner pressure, as well as his willingness to just block that shit out. I feel ashamed to not have thought about doing simple combo extensions with any assist into c.H.