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

How do you guys play against Weskers who just jump and spam pistol+teleport?

I just wavedash towards him and call a projectile assist (preferably a beam assist) as he teleports down.

I think every Chris player should get down his TK magnum and machine gun, learn spacing and blocking on the whole. Without those things u pretty much lost already, with those things u will realize u don’t need much help at all with assist trying to get in. I played my friend lastnight and he played a number of characters (Ryu(point)/Wolve/Task) (Deadpool(point)/Wolve/Task) (Wolve(point)/Task/Sentinal).

The first team was hard at first but became really easy bec he realized he couldn’t spam hadoukens so he started coming in with light tatsu and he wasn’t using his assist for some reason, wolve was definitely a problem until i found out how to block better. He played keep away with Deadpool so i started to TK my magnum an machine gun, superjumping as well works. We played over 60+ matches and i broke out my habits and learned to defend really good now, my team was Chris/Joe/Trish and i pretty much kill his point if Chris gets one hit in builds one more bar and two man team hyper with Joe, as u all know Chris is one of the best batteries so three bars isn’t hard to get, over 900k+ with my THC with Joe and Trish.

And i haven’t learnt Joe and Trish good, i just made the team the same night…

What do you mean by his TK magnum and machinegun? Sorry, im a noob.

IIRC, TK = Tiger Knee. It’s where you input the motion for the move, then jump and press the button to use the move so that it comes out right when you jump. In this case, you do a QCF and continue to roll the stick to the up-forward position, then you press the button. The timing takes some getting used to.

What I wanna know is, how do you TK without superjumping? It would help a lot.

The easy way i do it is, just start from down to diagonal up then press, i get it everytime…

Always try to use machinegun to relaunch OTG. If you’re able to get them into a corner and you have a assist that can help you land his grenade launcher at the end of the combo, you can catch them coming down with your flamethrower and immediately go into sweep combo. The best part is that the flamethrower builds so much meter so your sweep combo is pretty much free.

However, machinegun wont always work depending how long your combo is before relaunching. Hit the lab to memorize which scenarios work and which don’t. For example after my haggar assist hits, they will jump out if try to relaunch after my air combo.

Also, I still need to see video proof that you can land a magnum at full zoomed out distance and hit them again with a forward dash jump magnum.

You have to dash twice and then jump it will hit, I think you can get wallbounce again? if timed right im not sure about that

Hey guys, just had a quick question. I picked Chris up recently and I’m really liking the way he plays, love how every win with him feels fully deserved. Anyway, my team at the moment is Chris/Magneto/Ryu, with Chris providing the basis for zoning. Magneto has disruptor as assist to help keep away and Ryu has his shoryu assist as get off me/anti air. I feel like the team works well but I was wondering if I should swap out either Mags or Ryu for Dante, as he’s in my main team and I feel he’s my strongest character. I feel like his Jam Session assist will help Chris cover the air and he’s good as a 3rd member due to his comeback potential.

So my question is, do you feel I should have Dante is my team, and if so, should he replace Magneto or Ryu?

Thanks in advance.

Oh yeah, and I thought I should mention that Ryu is acting as a “fallback” character. By the time he’s on his won I’ve built a sizable amount of meter and Ryu excels with 5 meters and lvl 3 X-Factor. Magneto’s there purely for the brilliant assist and his general badassery (though I’ve just realised he’s always most dangerous when he can tack on a level 3 onto the end of a combo, so that’s probably detrimental to my gameplan with Ryu).

Dante and Chris is powerful, as Dante’s Session can cover the one area that is hard to cover with Chris. Plus, you can use Chris’ machine gun assist to help keep Dante’s teleport safe.

As mentioned by some others in this thread, the Chris/Dante combo works extremely well. I feel Ryu could be replaced by Dante and I would switch Dante as being the second man on your team and Magneto as the fallback character.

Thanks for the help, I think I’ll definitely be introducing Dante, and probably swapping Magneto for him. The only way I can play this game is online and I just feel like my Magneto suffers under the smallest amount of lag.
The order will probably be Chris/Dante/Ryu then, I’ll be testing out the team later and seeing how it goes.

Sorry Linari, didn’t notice your post, I’ll probably be trying out many different variations of the team to see how it goes but thatnks for the help anyway.

Does anyone think Chun can add anything to the team? I’ve put loads of time into her and she’s my point in my main team (Chun/Wesker/Dante). Maybe she could be the fallback character? Her level 3 X Factor is pretty devastating after all. Just not sure if her assist will add anything to Chris’s game, probably not.

Her lightning attack kick assist can keep the opponent on block stun for you to either set up grenade toss (any of the versions) or escape and build space (although setting up offence is more or less the best thing to go for since you took the risk to call and cover your assist anyways).

You would be suprised on how assist and other tools can be used in an extremely not-thought-by-developers or differently than the common concept of the move. Good easy example is how it is possible to use Deadpool’s Diagonal gun fire for both covering chris diagonal zone (where he cant cover it easily) and as Chris’ corner OTG follow up into either L Grenade toss chip or air throw.

I know it is said lots and lots of times, but experimenting (espcially in such a new designed game) is very recommended and could help you find your fallback character. Good luck.

Thanks for the feedback, I was trying out Dante instead of Ryu today and it’s true how well he goes with Chris. Jam Session is way too good coupled with Chris’s zoning abilities. Unfortunately I continued to suck with Magneto, maybe it’s my lack of experience outside of playing against my mate but I CANNOT play him online. The slight lag kills me.

I’ll be trying out Chun as the fallback tonight, I like the idea that her legs assist could keep the opponent locked down while I superjump away, could work well if I’m being pressured in the corner (which is happening WAY too much at the moment :P).

i’ve never seen anyone use chris’s mixups or resets. chris has some good options and setups but no chris users go for them because of his high damage combos.

but what about against an incoming character after an opponent snapback or teammate death. almost everyone goes for chip with flaming grenades and/or flame thrower and that is becoming too predictable. most characters can avoid the incoming barrage and even if it connects it usually ends and the pressure is reset. against good opponents it may take a chris a while before he lands another hit, if at all. what are some of the other things you guys do against an incoming opponent?

Hey. Thanks for your comments on the video thread, cambosam (you too, jak d ripr - I’ll pm you later).

At last week’s WNF, I pulled this off on some guy:

Throw, d+H -> snap back (this is a link, so learn the timing), characters comes in, j.M-H-S, land, S, air combo, land, d+H xx THC (that’s my thing with my team).

This is my trick against Phoenix if I ever snap her in with Chris - it’s worth a shot.

I’m certain you can pull off j.M-H-S, land, j.M-S, land, S, air combo but the timing is so strict I don’t think it’s even worth it. I may have pulled it off once or twice in training mode. Also, if you have awesome assists, you can extend the j.M-H-S combo into something creative. j.M-H-S punishes incoming characters mashing random air attack so long as you catch them on start-up. It’s also great against those that try to mash air tech throw as they come in (which is really bad because I thought you couldn’t get air thrown in that situation). On block, you’re safe. Just watch out for stuff like Sentinel’s Hard Drive.

I also have this little fake out trick. I got the timing down on Chris’ wavedash (even though he doesn’t have a true wavedash, he can cancel half-way through his dash), where I can dash backward, then immediately dash forward. On incoming opponents, they have to guess which side I’ll be. So, it’s like… I wavedash dash backward then forward, or forward then backward, or forward twice while calling assist. This throws players off guard and you get a free c.L or whatever.

After I’m done with my Wesker mixup/reset video, maybe I’ll throw together some Chris mixup/reset video. I don’t think I have enough tricks to warrant a video, but this’ll encourage me to try some stuff out. Also it’s hard to explain some stuff in words.

i was watching wednesday night fights last night and saw probably the most amazing wesker, a player named Viscant who took second in the tournament to another player named genghis. those guys came from san diego for the tournament an plowed through everybody with gameplay i haven’t seen yet. viscant did so many different mixups in the corner it was sick how so many people couldn’t do anything about it.

chris has a similar corner mixup game because both their pistol otgs lift the opponent into the air at a good height at the end of a long combo and both have throws that can lead into combos. chris can also use his other otg moves in his mixups. the thing is chris does so much damage that you probably won’t get the chance to do many corner mixups. but it is useful if you have a teammate that you’d want to save meter for and chris has many ways of setting it up.

btw if your ever caught in such a mixup there are a couple of things you can do. you can air recover in three directions, forward back, and neutral. you can press L to recover earlier and mess up the mixup timing or stuff it, you can also hit H instead to attemp to throw them. you can call an assist anytime in any recovery to interrupt the mixup. and you can also block until there’s a throw and tech it. what i do is mixup my recovery direction, mash L, and send out haggar. if haggar connects i get a free otg combo. works for me all the time, i’m suprise no one knew about this at the tournament.

yeah, i don’t know why people won’t recover neutral versus these obvious “tech traps”. neutral tech is really good tbh, people are too used to back/forward tech now. even then, throw tech+invuln assist call is really good as well. worst case scenario he might do something gimmicky like trying to counter/launcher your throw tech+assist call, but that is punishable.

Yeah, I know Viscant and Genghis all too well. I’ve been losing to them since MvC2 days. =[

The Wesker video I’m making is lifted from a post made by Viscant in the Wesker thread, by the way.

Anyway, the j.M-H-S, land, S came from Wesker’s near air loop combo Viscant performs, except because of the way Chris jumps and his hitboxes on air attacks, unfortunately getting more than one loop is not worth it and you’re better off landing a standing S into air combo. The timing on that alone is somewhat strict, so you’ll definitely need some practice. I highly recommend every Chris player learning j.M-H-S, land, S against airborne opponents in situations where you pop them up after d+H (you probably need an assist attack after d+H, I think), on incoming characters or in air-to-air situations off normal jump.

Anyone that has a copy of the strategy guide will know about Chris’ pistol OTG mix-up in the corner. They use a beam assist to set up their triple option, but I think you can pull it off on other assist types, too - as well as just using the pistol without assist.

The following are options listed in the guide after OTG pistol + beam assist in the corner: jump back Shotgun, crouching L or forward throw into combo. Shotgun beats out most mashers, which you can then hit-confirm into a full combo. Crouching L are for those that forget to block, which I feel has to be performed rather deep - just a few frames early so that it’s active by the time they land to stuff their attack. Finally, you can forward throw into another combo if you’ve got the timing down.

I have a few more that involve dashing over to the other side and calling assist. For my next video, I’ll compile whatever Chris mixup/reset I can think of or that’s provided in this thread and put it all together.

Can also jump shotgun somebody OTG and they can end up immediately ground teching. Can then do the same mixup as that pistol+beam.