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

It depends on where the opponent is when chris is hit, if they are out of range of the mine then they won’t get hit. So if wolverine hits you with his dive kick and he is high enough when chris gets hit the mine won’t hurt him. It sucks but what can you do I guess? As for your second question, I don’t really get it unfortunately.

Hey guys, I made a video showing off the shotgun reset I talked about a few posts ago. I know this isn’t the video thread, but I feel I should put it here just because my original post took place here.

Anyways, the video is pretty raw and it doesn’t show anywhere near all the follow ups available, but it’ll give you a general idea of what you can do with it.

[media=youtube]YpRJQStfn94[/media]

nah I answered my own question. its ok. I thought if Chris plants mine, opposing chris shoots my mine, I get hit. dont work that way.

the timing is trickyt with magnum and M grenade. but WOW it’s nasty

Good stuff, man. Yeah, I tried your Shotgun idea back when we were talking about mix-up set ups and it’s pretty legit.

I’m currently working on a video (school keeps preventing me from wrapping it up) with several different mix-up and resets, and how to follow up depending upon the direction at which your opponent recovers. I’ll be sure to cite your video and give you a shoutout when I work on the Shotgun section. =]

Oh and another FYI, I had been testing how to hit confirm off haggar lariat and it seemed a lil inconsistent since chris always launched them a lil high. Well apparently he can just magnum of a connected lariat, and since the opponent has to be close to you when you perform the magnum, they are automatically in range for a jump magnum, magnum right after. Once again not a big deal, but I figure the more you know.

I tried to see if chris could m nade magnum of haggar and unfortunately its not possible, doesn’t leave em in hit stun long enough.

wont work with the other two either. damn. the more I mess with his specials, the more I want to abuse them. his grenades are great. I just hate how he cant do anything after Air Pistol.

you can always wait for the lariat to end and instead otg with jump machinegun, H, S into air combo. lariat causes a hard knockdown so you have a lot of time to do this after the lariat finishes making it very easy to hit confirm.

Yea I know, for a while I was using the :l: nade to combo of the lariat as well, Im just using this combo at the moment cause its the most consistent I can perform, plus it sends em all the way across the screen. Oh and it turns out chris can combo off his :h: nade into grenade launcher hyper, now I just need to go find ways to combo into the :h: nade. [media=youtube]ftcQgrlXXVc&t=2m52s[/media]

The M nade to otg people back into sweep combo is golden for finishing multi-magnum combos. If you ever get mag, jump mag, mag, dash otg+assist you can probably m nade into sweep combo and get the full thing.

Also that shotgun trick works off anytime you otg with jump shotgun like I posted a bit ago. Haven’t tried doing S, sj.S, falling shotgun to see if it connects, but if it does that would be a pain in the ass for the opponent to block the following mixups.

LLND did really well in the last wednesday night fights tournament with chris, hsien, and ammy on his team. he also did so without using gold armor hsien for gtfo that much but just solid defense, good damaging team combos, good corner pressure with all grenades, and rarely super jumped unless it was during a combo. he rarely used any of the gun fire moves unless it was full screen or he was being zoned and instead used the opportunity to set up a landmine when he could. didn’t really capitalized on his throw into combos and his magnum into combos and didn’t try for any resets. despite those shortcomings his chris was the heart of his team and was very impressive and made it very far in the tournament.

Yeah seems people love to use firegrenades

Yea LLND did work at WNF, hopefully he becomes a regular there, the more chris action we see the better imo. Overall very nice showing from him, ill need to test out if that grenade hyper set-up he does with hsien-ko works with haggar. I also love how he was using hsien-ko as a character and not just for her assist, made his team that much more dangerous.

If you mean doing dp+M into qcf+XX using Lariat assist then I can tell you that it works. I learned it around a month ago.

Do your B&B. When you knock your opponent down into the corner…call Haggar, do OTG d+H, then do dp+M while lariat is hitting and then (after a slight delay) do qcf+XX. The key to this combo is allowing the grenade to drop down far enough before executing the qcf+XX so it’s going to require timing but believe me it’s not super strict. It just takes practice and now I get it 4/5 times in real matches. Once you land it you can do b+C as the opponent is coming down. So the whole thing would be:

(from anywhere on the screen)
:d::m:,:h:,:f::h:,:s:,:uf:…(slight delay) :m:,:m:,:h:,:s:…land, jump OTG :qcf::h: (bounces), land,
:f::h:,:s:,:uf:…(slight delay) :h:,:s:…land, call Haggar assist, (very slight delay) OTG :d::h:,
Haggar assist hits, :dp::m:,:qcf::atk::atk:, (as opponent is falling down) :b::h:.

Damage is around the 700,000s I think, I can’t remember off the top of my head. Builds good meter too. This will also work if you start the combo with Crouching :l: or jump-in :s:. I’ve always liked this B&B better than the B,B,C,qcf+C air combo everyone does because it’s stronger and carries the opponent further so I can get to the corner even if my back is against the wall.

A friend of mine has me doing this on video so I’ll try to get him to upload it sometime later so you can get visual aid.

Thanks a lot man, my bnb with chris atm is opener > :f::h:, :s:, :uf:, :m::h::qcf::h:, land :f::h::s:, :uf:, :m::m::h::s:, call haggar otg, :b::h:. I had been tryna figure out how to stick a hyper combo into that so if you are right this will be mad helpful.

If you can get the vid up ill be really grateful.

They were good in RE5… Good in MvC3 too

@winback
your bnb uses an otg magnum ground bounce, that means you lose the option to link the sweep combo super after your grenade launcher in the corner. i used to do that too but after realizing i could flamethrower into sweep combo super with an assist in the corner i no longer do it.

one easy way to link after the grenade launcher super in the corner %100 of the time is to call out a fast hitting assist like haggar’s lariat, akuma’s tatsu, and some others after the super ends by mashing on the assist button. after the assist hits you can easily add flamethrower into sweep combo super.

You mean doing jump OTG qcf+M instead of jump OTG qcf+H in combos, right? Yeah, fuck that thing. I understand that there’s a shit load of damage potential but those combos are iffy. In fact I think LLND went for that in one of his Part 1 vids and after he did the jump OTG qcf+M part (which looked perfect) the opponent suddenly recovered before he could even close the distance to follow it up. No disrespect to him, that shit just happens.

EDIT: yeah it was at 15:07 in the Part 1 vid vs Sentinel. Horseshit.

I know it goes against “The Code of the Warrior” and shit like that to not go for the highest, damaging combo but I go for what’s reliable. There’s nothing worse than getting greedy and going for high damage just to have your opponent slip away when you could’ve done something else for guaranteed, decent damage and some meter gain. I think I’m comboing smarter not stronger but I think they’re strong enough. That’s just me.

Haven’t had any problems connecting otg smg into either S or H->S personally. Gonna have to get the timing on the grenade into nade hyper so I can flamethrower into sweep combo after instead of having to DHC.

@Jack: Use jump smg to otg into h->s instead of magnum into f+h->s and you can tack sweep combo onto the end of the flamethrower. You could also probably just stick with your combo and call haggar then do nade hyper asap and haggar should keep them juggled long enough for the whole super to hit instead of actually OTGing with c.h assuming you are in corner. (I do this with tatsu.)

Yeah this is a good point.

I think the more complex combos are worth the gamble if the more reliable ones might not kill. llnds combo looks like a touch of death combo, so if you catch magneto with full life or something, you should probably gamble for the machine gun OTG.

Basically just evaluate what combo is best for the given situation.

You could get grenade launcher and sweep combination in one 1 combo,

:d::mp::hp::f:+:hp::qcb::lp::lp::mp::qcf::atk::atk:Delay abit:qcf::hp:dash depending on your locationj.:qcf::h:, :d::hp::Akuma’s tatsu or haggars assist, M nade into sweep combo