Most of this is Zero/Dante doing work except for the 8:00 mark. Liked his corner incendiary/flamethrower pressure.
He had some real good stuff with his chris, definitely feeling the corner pressure, plus the fact that he barely played any keep away with him. Thanks for sharing smexy.
he had a good zero and dante but is still learning chris. chris was left as the xfactored damage dealer. i like that he didn’t throw too many moves out until the opponent was cornered. good blocking and throw into combos. good at waiting to put the opponent into the corner before the spamming. and it helped that the other player didn’t push block at all.
i always thought chris should be played not as an ordinary keepaway character but a wait and punish into the corner and pressure the opponent to death like this chris showed.
i just don’t think chris really worked well in that match up for the player
dante is somewhat hard to zone reliably, if he reads your ground gunfire with teleport you’re eating 700k. you could wait for it and go for a throw, but then they get free sent force>pressure set up. even then, you don’t want to zone someone who has phoenix on their team, meter gain on block/hit for gunfire M is really high for the enemy.
Heres another match of the dudes chris, he shows some nice corner control in this. [media=youtube]MLaxq2G1cJw&feature=player_embedded[/media]
during the corner spam he could’ve landed a couple of neutral jumping shotguns along with the flaming grenades instead of jumping pistol to take out much much more of the opponents life. why aren’t his opponents pushblocking? they’re making his chris look better than it is. we need footage of chris in tournaments against better players!
Hmmm how does chris/storm/spencer sound? Been considering this team, definitely wanna run a chris/storm team and I have been disputing using spencer as my third character. Only thing Im worried about is spencer and storm don’t seem to have that synergies.
Well, assuming you have whirlwind, that’s not a bad projectle for Spencer to zip behind, and you don’t have to worry about DHC, since Hail Storm covers most of if not all your tracks. Spencer’s assist won’t do much for Storm, since you’ll probably have slant shot to help out Chris, but that’s probably one of the few flaws of the pairing.
Cool cool, can’t wait for school to be over so I can actually sit down and test all this shit out and finally build that chris team.
I have finally made Team Chips and Dips. Hsien-ko- A/Dormammu- A or Y/Chris- B, work so well together especially, if you use Dorm’s Liberation assist.
Have two bars? = free chip and the regular version of liberation isn’t so bad of an alpha counter either, and I can switch around Chris and Dormy to make use of the Stored Hands if need be. I can just go with Purfication for Phoenix and Wesker players but whats the fun in that
What do guys think? Any particular weaknesses (besides meter lol) I should look out for?
Cover the air with an assist, lay a mine down, shotgun his airdashes.
If dante teleports and lands anything on you he’ll fall right into the mine since his normals push him forward.
Other than people snapping in that hsien-ko I see no immediate weaknesses, just make sure your hsien-ko isn’t free.
Pssh, my hsien is not fre…goes to the lab
Oh btw, it would seem hsien-kos ball hyper dhc’s into grenade launcher. Just an FYI.
I also play Chris, Hulk, Storm
Hulk protects Chris with his AA and Storm has great synergy with Chris because you can do 2 grenade launcher hits into hail storm
Chris vs Doom matchup, Doom in favor anyone agrees?
It might be in doom’s favor. His foot dive gives me problems sometimes because it attacks from the angle that chris is weakest at protecting. Up close though chris’s cr. M out ranges most of doom’s normals. Also, from full screen I think chris is at an advantage. Doom’s has his plasma beam but chris has the magnum which is much more damage. I’m not sure what else to say about this match though, I think assists would play a large role in this too.
BTW, does everyone know that full screen magnum can be combo’d into a super jump magnum? I’m not sure I’ve seen anyone use it but it takes off a healthy chunk of life.
Wouldnt chris be able to counter a foot dive from mid range by doing jump down H, or whatever the pistol shot is? It should at least keep him at bay long enough to call an assist to setup some anti airdashing strategies, forcing doom to try and contend with plasma beam.
I don’t agree, chris has the advantage in just about every aspect of this match-up imo, dooms foot dives can be flame throwered, shotguned and jumping guned from the correct ranges, and at long range chris wins, up close chris wins, chris does waaaaaay more damage, is more dangerous without meter, and has quite a bit more health. Quite frankly other than the fact that dooms projectile is faster, I don’t see anything doom has over chris in this match-up.
Maybe Im just playing against mediocre dooms but that my opinion.
everything doom has chris can easily avoid or stuffed. doom is slow and can’t really chip or close in too well. chris can blow through his ground game with magnum into combo. even if dooms projectile is faster, he can’t combo into +400,000 damage off of them from full screen so the projectile war is in chris’s favor. actually all ground projectile wars are in chris’s favor. really good dooms can beat chris up close with his rushdown but his combos aren’t too damaging without a level 3 and doom has a hard time building meter on his own. chris can chip doom but will have a hard time landing a combo on a air doom but at the same time an air doom can’t damage chris.