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

Been meaning to post this for a while but have you guys ever come across instances where Redfield’s level 3 knocks down on block? I’ve done it a handful of times to a few people but I could never tie down as to why it happens. And the first laser doesn’t connect or else I’d have 27 hits after all 3 hit.

@zaldivar
there’s one problem with using an assist in your throw resets. after a throw you don’t have enough time to send out your assist again to extend the throw into a combo. because of this i either go for a reset without an assist or send out an assist without a throw attempt but still jump into something else. that way if either connect i still get a combo.

one of viscants resets was to jump slightly after the opponent air recovers and overhead with air S as the opponent was blocking low after landing. that is another option that chris can also use in his mixup.

@stensatsu
the opponent still has the same recover options after the shotgun otg, they just have to immediately choose the option. its still useful if the the opponent isn’t expecting it.

here’s an almost completely safe way to dhc into just about any other hyper on block. if you have the time and space do grenade launcher and dhc after the up grenade launches. the falling grenade will protect most supers that are vulnerable after they’re blocked like akuma’s beam super or dormammu’s chaotic flame.

if you have even more time throw a m grenade canceled into grenade launcher into the same setup as above. that way if the opponent do get hit it will be by everything and the falling grenade can help you extend your combos.

Gotta say that is one of the nice things about Chris/tron/akuma. Either assist can let me tack on flamethrower->sweep at the end of a bnb so I don’t have to save a particular assist generally. (I normally do bnb into sweep into lunch rush dhc for ~900k though I need to experiment more with double assist combos.)

I remember Combofiend I think DHCing after the third grenade for safe DHCs to his second when he was using that chris team a bit ago.

You can use Chris’s reset mixup after an OTG machinegun as well. They probably wouldn’t expect a reset attempt after a move other than c.H.

So I finally picked the game up and have been running chris/storm/dante and its been pretty effective. Only issue I am finding so far is chris’s combos are surprisingly difficult to connect, maybe Im missing something but at the moment I can’t get the otg magnum to connect after and air magic series. I’ve tried slowing down my button presses but then the people just drop out of the combo. Anyone have any idea what I might be doing wrong?

just do (when in the air) :m::m::h::qcf::h:

a lot easier. You lose like 5k damage, no big deal.

Ok ill try that one out. Thanks.

I’m having issues punishing with Chris when getting rushed… what do?

also, does Flame thrower nullify beams or am I seeing things???

also also what normal am I to throw for jumping in, crouching, or standing to get combos started, I have no luck getting in offense unless I’m using magnum

The best normal to throw out when you are fishing for hits is Cr.:m:. In the air use the pistol, shotgun, or :s: to start combos. Magnum works too, but the angle on the pistol is better. The only time you should ever press :l: is to punish some unsafe move that Cr.:m: can’t punish (not much comes to mind) or to combo off of otg shots in the corner without assists.

Get a good GTFO assist. Haggar lariat, Dante jam session, Hsien-Ko gold Senpu, Tron’s fire assist maybe?

Without any time to put down a mine or use jumping gunshots it’s open-season on Chris when he’s against good rushdown characters. His normals have decent range but they’re slow by comparison. Thankfully he’s got a some decent health to take a beating but damage is damage.

Can you guys make a list of chris’s pros and cons, non bias, and legit list

How do you guys tend to get in with chris? I play more of the easy button get in characters that have great jumping normals (Zero, Dante, Doom, Haggar) and I find it pretty difficult to land a hit with Chris, do you just go for the c.m poke or do you jump in a lot?

Fuck rushing in. I’m Chris; you’d better come and GET me god dammit.

you can’t really go on the offense with chris as all of his abilities to start a combo with aren’t great like some of the rushdown characters. he doesn’t have the speed, the mobility, the normals, or tricks to pressure the opponent like all the rushdown characters can. the only offensive ability he has that is better than they do is his throw but it isn’t easy for him to land a throw on the offensive. you will probably die a lot trying to get in.

nearly everything chris has is either easy to block or dodge. chris does have amazing chipping ability but that needs to be set up and can be escaped easily.

Jump Shotgun is easily his best offensive tool. Land it, and if pushblocked, do Gun Fire M. Free 140,000 damage and back to optimal zoning range.

Mmhmm. If my opponent doesn’t have a teleport or decent beams, at the start of the match I’m going to do Grenade Toss L, Gun Fire M, and repeat until I’ve got a good reason to do otherwise. Laying down chips like Frito-Lay.

Pros
+Great health for a keep away character
+has a beam (Magnum), (Something some players don’t even know about)
+has a beam that combos into itself (Magnum, TK magnum, nuetral jump magnum)
+Can deal LUDICROUS amounts of chip damage very quickly in several different ways
+Can kill assist characters easily without the need of meter (dat magnum combo)
+Amazing ground control

  • can alter detonation time of his Mine and grenades (shoot them with pistol)
    +2 OTG moves pistol and Magnum
    +2/3 assists are good (Mine, Gunfire)

Cons
+Screwed once his opponent has rushed in
+semi slow normals limits his counter opportunities
+requires a GTFO me assist to effectively deal with some characters
+Limited anti air options

Bad idea, never call out dante when the opponent is in your ass, you will lose him pretty darn quickly since he has no invincibility, very little priority and quite a few frame of start-up. Its a very good zoning assist, but once the opponent is in do not ever call it. Trust me bro, Im talking from experience here.

I agree, Jam Session is only worth calling when you expect something. otherwise He’s gonna get killed quick, it’s not instant like Haggar’s lariat.