I like using storm whirlwind it has insane push on it when guarded. and its one more projectile they have to worry about in closing with you.
I’d say he has three OTG moves, if you include 6b and 2c as separate moves. I would also add that Chris has a better than average back dash.
The assist I wish I could have is Jin’s naked assist from MvC2. ha ha Seriously, though, that blodia assist would have rocked for Chris.
I will sometimes use Chris’s j.2c, if you really want to jump in. Good priority. 6+hard is also a nice move, if you want to get aggressive. It’ll deter normal jumps and can combo with the shot gun on the ground or the hp combination if they’re in the air. Also, another nice trick I’ve used is the light combination punch, occasionally letting it end to just throw them. Does good chip, if they block, and your recovery is quick.
Of course, the best way to use Chris is from medium to long range.
Sometimes people mistake Chris for rushdown characters because of the range of his Cr.m for combo starters, his insane damage output and jumping shotgun, not to forget how awesome his H grenade toss is in corner. Yet they fail to utilize his jumping pistol, misuse or mistime his machine gun, and fail to learn the magnum combo. I learned to use Chris full aresenal and not be swayed by the flashiness of rushdown.
Besides, I cant count how many times people fail to hear “SUCK IT” when they super jump my gun shots, and then lose 550k or even more of there health with land mine combo. Even though it may sound bland or kinda boring / uneffective / proof I am playing new players, but most of my combos starts off from land mine grenade on reaction to their super jump. I make sure that my zoning does not cover super jumps just to make sure they fall to this trap, playing with their minds :D.
a cornered chris sending out landmine in between a gtfo assist makes chris one of the hardest characters for the opponent to land a hit on. and if either hit, it’s free combos for chris.
chris has some chip traps he can use against an incoming opponent. one of the things i do is throw a flaming grenade at the very corner then immediately superjump back and magnum or shotgun the opponent into the flame grenade before they can escape. then when i land while the opponent is in the flames, fM pistol with akumas tatsu assist to pin them some more and jump in shotgun into standing machine gun, flamethrower, or mixups.
what traps do you guys use? i’m currently in the lab trying to find the ultimate chip trap with assists, one that can be repeated over and over without much room for escape or easy to predict the escape and react to and pin the opponent back into it.
I don’t have the game at moment, but I’ve thought of one with my team of Spencer/Dante/Chris (Order switches obviously, Chris isn’t the greatest anchor lol!)
As a character is coming in from death or a snapback, throw a flame grenade, then call Dante right as they come in. Dante hold’s them in place, and you can get at least two jumping shotguns, after which they fall into the flame grenade. If they pushblock, machine gun, which you should be able to get off twice if the flame grenade is timed right.
This, this and this, I say this over and over again, but anyone going in with chris and poking looking for a hit confirm into combo is doing it completely wrong. This is just my opinion of course, but I don’t think capcom gave chris all those awesome guns and shitty normals for nothing. Im still trying to find an application for the nades though, anyone discovered anything yet? Sometime down the road I would love to write a guide on chris play just so all these new people have something to look at prior to picking him up.
Btw you can hit Magnum when opponent is in the air after the grenade launchers hit, you get a wall bound from it
Hey guys, would anyone mind critiquing my Chris? A lot of videos are being uploaded right now under YouTube - hazmatteamaz’s Channel . I’m listed under there as Forward.
I play him 2nd in my team. Some matches I do well and others not so much, but with the amount of videos I’m sure there’s enough info that you guys can give some advice and help me improve.
Heh, my brother was at that Ranbat. Since we play similar teams, he talked a lot about you.
I liked your use of X-Factor, especially when you faced Scumbag and wouldn’t let the less powerful lvl. 2 X-Factor stop you from activating to stop Dormammu’s chip.
The only thing I can say is that against Sentinel, whenver you land a standing magnum, it’s easy to get another shot off by dash jumping and doing magnum. Also, after Bionic Maneuvers, you can TK a grapple shot for a wall bounce if you haven’t used it. Although I can see how risky that can be if you’re in a clutch tourney situation ^^;
nade creates combos with the magnum and launcher hyper.
For example, do 6c as an anti-air, :h: boulder punch xx X-factor nade xx grenade launcher hyper. No need for ice effect.
Or nade in corner, magnum, bounces off wall and then bounces off nade explosion and then do something depending on your range.
From the right distance, :l: boulder punch plus :l::h:, wall bounce against corner, magnum at highest possible point,
nade (no X factor needed), nade hyper. Kinda fun.
If you want to gamble, just throw nade from mid-range and cancel into grenade hyper. If they’re off the ground when you hit with grenade hyper, the
nade will bounce them to keep the combo going without ice effect.
Hey guys, I’m not sure if this is new technology or not, but it’s new to me, so who knows.
I’ve only tested this with Dante’s Jam Session assist, so I’m not sure if it will work with others, but I’m sure it will.
You can do a full BnB into OTG + Dante assist, and at the very end of it you can do a jumping Shotgun. This will make the opponent land INSTANTLY. You can go right into a c.M to hit low. They can still tech roll, but if you position yourself well either way they roll they’ll still be in range. You can also dash to land on the far side of their tech roll, keeping them in the corner. Or, you can walk away which will leave them on different sides of you depending on how long you hold the walk, and the character (due to size) as well. You can also follow it up by jumping to go for a high hit instead. You can also jump backwards during the Shotgun shot and then dash forward and you’ll run through them as they roll. There’s a zillion different ways to go about it, just to mix things up even more.
I’m sure you can do this off a throw or any other way you can get into the Dante assist as well.
With how much damage Chris does, landing this mix up once will basically kill any character, and it is VERY visually confusing so it will probably catch someone here and there.
Just another thing to add to the bag of tricks. :]
I love Chris’ c.M. When all you’re doing is hopping around firing guns, the last thing they expect is that long range combo starter.
Also, Chris can cancel his guns off j.S. The j.S will put them in block stun and let you bring out the slow-to-start hardware. I haven’t really tried it in a match yet but has anyone else had experience using it? I can see it being a ghetto air pressure string.
Hey Jak, are you affiliated with/going to the Ottawa tournament in May?
Scykoh, since I do not use Dante in my team, the condition needed is to keep the opponent in hitstun after OTG, and land a jump shot gun right?
I think it happened once or twice when OTG via jump shot gun (as in they land on their feet immediately, was after Full Bnb + Haggar lariat + H combination punch. So confusing if they hold a direction to roll too).
If this set up is as I can picture it ( kinda difficult without video or pics ), I think the best follow up after the jump shot gun is dash in Cr.M into whatever. Should the opponent see this coming, wave dash to throw >:).
Oh, and if done correctly, you are certain to kill anyone (especially if the set up was after a full BnB damage), since the opponent last thing in their mind is a Chris mixing it up in their wake up.
Good find Scykoh, gonna test it soon for more practical results.
@Drager
J.S can not be used unless against tall characters, and they have to be standing for it to happen, and if blocked, they have a very small gap to enter reversal. Although it is a very suprising air to air tactic, only the magnum could be effectively used, since the push of J.S whiffs the shots of Shotgun Spread, and lol at Machine gun. Should you land the magnum in this, you have small gap to combo (depends on the height, jump back, neutral, etc.).
In short, it is very difficult (or impossible) to use as air to ground preasure, and its gimmicky air to air preasure, and is still not certain result.
What does Chris say when you call him out to do his land mine assist?
feels like chris vs trish is 3-7 match up. chris seems to have like no answer other than trying to touch of death (and being hit by trap/divekick because of how stupid strong super jump is)
Sounds like he says “Mine in the field!” then “Falling back”
i think it’s completely even, 5-5. it takes a lot of patience blocking and dodging but she can’t really hurt you. rush down trish is easier to deal with as she’ll leave more openings for a counter that will kill her. run away trish is annoying but at the same time she can’t do any damage to you when playing air keep away. her air moves are easy to dodge or block on the ground and do very little chip. at the same time it can be very frustrating for chris to land a hit of any kind. it really comes down to who has the life lead as neither of them can deal damage to one another if trish is playing keep away.
So yea been playing chris/haggar/iron man, and so far so good, I had a few horrid games, but that was against dudes who were clearly superior players. Uni beam assist is so good with chris I can’t believe no one has mentioned it yet, unfortunately chris can’t juggle off it, but he gets free damage be it regular or chip of any uni beam that connects. I have haggar on second for a few reasons, one is I don’t generally spam the assist so haggar rarely comes in losing 50 percent of his red health, and two because haggar is one of the worst anchors in the game. Plus haggar with that uni beam assist is actually really good. Iron mans a cool anchor, a little hard to come to grips with but Im slowly learning, and once he has 3 bars or more a lot of stuff become unsafe for the opponent since iron avenger has invincibility for days.
Knowing me I will probably still change up my team some more as time goes by, but for now this is a pretty fun team. Ill probably switch haggar out for tron but I do love the coverage he gives me against teleporting scum bags.
Oh and as an aside, I found this funny but very situational combo, if you toss out a nade from about 4 characters away from your opponent, and fire a magnum, if the magnum connects, the nade will explode juggling them for another magnum. You can then proceed to hit em with a jumping magnum, standing magnum combo for a nice 500k. Like I said, its very situational, but it doesn’t hurt to know.
Doesn’t hurt he says. Lol.
You got the president. Vice president and secret service. Win.
Had 2 questions though If chris is hit, a planted mine blows up. Can that mine still hit an opponent?
I noticed other projectiles can blow up mines and grenades but it still doesn’t hurt me (like Joe’s Shocking Pink bombs)