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

The exact moves of Light version of Boulder punch are actually the ones used to punch wesker when you fight him before going to the volcano. Heck even the side (left or right) of the punches are exactly the same, the animation is the same (only faster cuz its a regular special moves, not hyper). They could atleast take the names from the game of that part, but oh well, atleast I have them in this game.

one two body check and another.
One two boulder punch and another!

Grenade launcher hits otg right? Just want to make sure I read it right.

I’m having problems utilizing landmines. They don’t last long enough. Or is my usual magnum after mine blowing it up?

Also. Xf3 magnum hits friggin hard. Smacked an assist with it and was like O_O

Grenade launcher first hit does hit OTG.

Lvl3 xf magnum = handcannon

the explosion in the first hit otgs so the grenade can still fly over the opponent without otging them if they’re not at the right distance.

I don’t know what to tell you bout the landmines that can help, you just gotta pick your spots, if a wolverine is super jumping in on you, make sure there is a landmine waiting for his ass when he hits the ground. On the other hand if magneto is full screen away, don’t even bother cause he is just gonna disruptor you and as a result destroy the landmine.

Hello! I’m new to MvC3 and fighting games in general. Please excuse me if I say something stupid or that is already general knowledge. I have already read most, if not all of the main site’s articles about the game mechanics, and am registering to ask some questions about Chris.

The MvC3 Strategy Wiki states Chris’ OTG :d::h: gun cannot be cancelled, except into THC. My question is, why have I seen videos where the gun is immediately followed by a punch? I have tried this to no avail. Is it because the gun cannot be cancelled, or simply because I am too slow at button inputs and I am not understanding what No Cancel means?

You can get a combo of d+H and link it into st. L. A link is a combo where you start the second move after the first move ends, where as with cancels the following move can interrupt and cancel the ending frames of the previous move. The timing is hard and very specific, that’s why you can’t get it. It just takes practice.

Ah I see. So it has nothing to do with the ‘No Cancel’ property of the gun? And it links to st.:l:, then. Seems like I need to do some more practice.

Well, it kind of has to do with the no cancel property. You can’t cancel the gun into the st. L but you can’t cancel the gun into anything so I guess it’s a moot point. Anyways, just a tip, I would recommend finding an assist that you can call at the same time as you use cr. H to set up a combo because the link is too difficult.

Well, I’ve got Dante (Jam Session) and Wesker (Jaguar Kick) for that matter. Do they work in this situation?

I think Dante’s jam session works. Wesker, I don’t know, test them out! :slight_smile:

Am trying to. Thanks a lot!

Also to add, you can not link St.lp or anything after a down gun shot after a long combo (probably anything above 10). This is when the hitstun decays.

I think it is better damage wise and efficiency-sake to find a suitable assist, Dante jam session sounds great, and you can combo Sweep Combo hyper pretty easily after that

mostly works for:

throw > gun otg > st.L

I see. That’s also why I couldn’t link it to st.:l: to it after a series of launch and relaunch…

Anyone think Haggar’s lariat assist will help with Chris’ OTG pistol?

So I found something interesting last night with haggar and chris, apparently if you perform a command grab and call out chris’s land mine right as your performing it, it’ll explode and otg them allowing haggar to combo off his command grab. Haven’t tested it in a real match yet to see how practical it is, but its good to know i think. Ill post it in the haggar forums as well, but I figured since so many chris players run chris with haggar why not post it here as well.

I’m trying to find some ways to tag in a teammate other than DHC. So far I’ve been experimenting with H grenade and jump shotgun. H grenade from midscreen then raw tag usually causes you to land right on top of the grenade, effectively stopping most opponents from attacking low without exploding the grenade. Some jumpins will still work, but the grenade being there will often interrupt a combo.

I’ll play around with some scenarios. Any ideas?

dhc is as safe as u can get with most characters in term of safety, but if u want to raw tag, u might want to try to use an assist right when u jump back shotgun, then use h. grenade, then raw tag when the assist is ready.

Another way is alpha countering which takes 1 bar, unsafe depending on assist/character though.

Hi,

Recently started with MvC3 and so far, I’m quite comfortable with Wesker (low shot) and Phoenix (fireball). I’ve been trying different characters to fill as my 3rd character and I am currently deliberating bet. Chris, Thor, Trish, Deadpool and X-23.

When it comes to playing as Chris, I can’t seem to…play him right. I figured wesker as a rushdown character (dash, easy comboability, hits and takes hits like a tank), and phoenix as a zoner (dash, s. ha cancelled to fireball, etc.). FOr the life of me however, I can’t seem to figure out Chris’ playing style. From what I’ve read so far, I’m supposed to spam his gun fire attacks…but it just feels awkward in teh sense that i rarely get to hit people with it (unlike deadpool; jump back, air M trigger happy).

summary: I am comfortable with rushdown Wesker (low shot assist) and zoning Phoenix (TK shot assist), but horribly awkward with chris. tips appreciated :smiley:

thanks