Retic, Chris is what we call a control character. He controls the ground very well and forces opponents to jump which then allows you to mix them up… The nature of mvc3 kind of nerfs this gameplay because of air blocking, great air normals and airdashing… His dash was probably nerfed because his ground control is so very good…
You cannot play keepaway with Chris… People will jump… What you have to do is force opponents to take risks to get in on you while you are being safe. Once you force a mistake or a good trade, execute your combo which usually kills… Than you begin corner control versus the incoming character which is Chris’s strong point…
Do not focus on chip, focus on protecting/covering the areas of the screen that are favorable for the opponent. If your opponent favors the top front corner of the screen, its a bad match up…
Here’s the little bit I know about chris zoning.
Versus projectile zoning, magnum will end repetitions of projectiles after a blocked projectile (be wary of layered assist projectiles) even a light disruptor (timing is reversal)… Ground dashers like Felicia and Jill get pushed back by machine gun, but you can’t rely on this, once you force a jump you have to take the initiative, things like air grab and crossunders with an assist backing you are typically what your mixing up with… Heavy assist users and heavy super users (typically beams) can be dealt with by focusing on the assist or weak point of the super in question while your assist covers you, calling you assist and jumping or super jumping with magnum usually is the simple answer. Be careful since the immidiate reaction is usually to rush the hell out of you… Half screen fighters are (something you may never see or at least see played right such as ironman and morrigan) typically get dealt a hard time with ground shot gun and super jump machine gun because their dashes suck and they have to pressure from the air. Force them to drop and block until they dash in on you where you can take advantage of they’re crappy ground dashes… Teleporters are not so bad for Chris, it only takes one baited teleport and Chris will cripple that character, his normals are decent and he can use an assist to combo a throw which is better than nothing. Play the match up the same as you would if they did not have a teleport, just be on the lookout for it and punish…
Air/ground dashers are a bad match up. They are typically strong in the air and on the ground so while you cover one zone they’ll attack your flank. Assists can only cover so much. You have to recognize your opponent’s weakest zone and force them to play that area on top of trying not to lose chris while playing a solid match up. If there is only one of these guys on the opposing team, I think it worth the xf to kill them, but that’s just me…
This is not set in stone, characters like wolvie and wesker can maneuver through zones quickly and bypass your best strategies, remember that this is a fighting game and nothing is certain so playing Chris requires a lot of prediction or even wild guessing. Try not to fall into recognizable patterns and remember that you don’t have to be doing something the entire round, if you’re not in control of you opponent you can always just watch and wait for him to commit to something then proceed to counter.
Finally, Chris in xf is better as a chip machine than a zoner. Flame thrower melts life bars and guns look like they are not being blocked, his grenade super does stupid chip as well. Since zoning takes time which you do not have in xf you have to learn how to rush and lock down wih Chris. He’s almost a completely different character and you have to re-learn him in order to be effective with his xf…
All of this should be considered when looking for team synergy for Chris as a character while also covering marvel general team synergy such as safe dhc and exetended combos…