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

Your friends are right, Chris does not have any sort of mobility aside from ground and back dash, his back dash however creates large distance than it seems. Because he has many versions of his moves, he becomes more situational based character and need to do the right thing at the right time.

Like I said, throwing grenades at the blue is not recommended, and offers the opponent valueable time to regroup their thoughts and plan their offence, or just HERP DERP HAYPAR BEEM through your nades. It is best to throw a M or H grenade while being covered by an assist. Since there is a nade in the field, you are given a fraction of a second to shot one of the guns since the opponent will most likely react to the nade and plan their way through it, or if you are being repetitive about it, they may try to use a teleport or any other manuever to avoid the nade, and you in return must counter that manuever.

A quick notes on Grenade:
L: an obstacle course for the opponent, counters super jumpers and linear air dashers.
M: Mostly for combos since H does better job at chipping.
H: CHIP NADE. It does soo much chip, it even is better for the opponent to block rather than get hit (overexageration, but blocking and being hit with this is almost ALMOST the same)

Note on Guns:
L (Shotgun): It has wide range blast, so it beat regular jumpers like Haggar and DAT PIPE, as well as an anticipation counter to tri jumpers (too slow for reaction counter). It also is used in H nade -> Shot gun set up for chip after downing / snapping the opponent.

M (Machine gun): The ideal full screen ground linear all-purpose gun, it is used with the purpose for the opponent to block and create space, since on hit it does not add that much. With the help of assist, you can push the opponent away full screen with this.

H (Magnum/Mag): The power house gun, and assist killer. You can combo after this shot with jump Mag, dash and jump Mag or Super jump Mag, and does heavy damage. It is not used for chip damage, since Machine gun is safer, and misses some crouchers and short chars like Ammy. Used in punishing punishable Hyper beams like Chaotic flames and Akuma beam.

I recommend experimenting on these stuff, since you always find something new when messing around.

EDIT: Sorry to fail to mention it before, but Tri (triangular) jumpers are characters who can air dash in 8 direction, and hence able to dash diagonally. Using this ability, they can jump forward, then dash downwards towads you. This jump closes the distance quickly, covers space, avoid ground based attacks / projectiles and can mess up with Chris linear / ground based zoning. That is why it is wise to use oftenly the shotgun to discourage them and make them think twice before eating another shell. Sadly, shotgun is not that fast, and often is used on anticipitation rather than reaction.

I see, thanks for your insight. How can you use the :m: Grenade in a combo? They’re generally slow to pull and have a lot of recovery, don’t they?

And yeah, Haggar is incredibly annoying. So, Shotgun shots should take care of that? Ofc with good prediction skills. And what is this Shotgun + :h: Grenade set up you mean?

Oh, I though tri jump meant those characters that could jump thrice (like Chun-Li) or double jump and fly (like Magnus or Phoenix). Against this jumps, wouldn’t the Flamethrower be good also?

throwing 1 point blank flaming grenade and going for a throw against a cornered opponent is one of chris’s best tools to open up an opponent up for a combo if you can find a way to set it up. if you can get an opponent on top of a flaming grenade before it detonates you can go for a throw and the opponent can’t really do anything about it. not only that, the flaming grenade will detonate after the throw and help chris combo without the aid of an assist, link, or xfactor.

@Densuo
yeah i know what you mean. chris and haggar were meant for each other.

I’ve become a fan of H grenade. It scares people. The fire right in front of them. They freeze as I get free smg chip with Taskmaster Aim Vertical assist to keep them grounded for more chip.

Got my first victories with Chris finishing recently. I couldn’t help dashing over and planting a grenade on their face. SUCK IT.

The shotgun is indeed good for tri jumpers. With anticipation I call task vertical arrows + shoutgun then fearlessly fire an smg for chip with the vert arrows on the way down. I’m going to experiment. This may be an opportunity to toss H grenade or Landmine to another shotty.

How’s the shotty for divekickers?

Point blank means in melee range, right? That is to say, right next to each other?

So Ive just recently started to play a chris, Mags, skrull team with a big emphasis on Chris. I like the insane amounts of meter I can build for each characters insane level 3 hyper combos, and his massive health, damage, and zoning ability are all major pluses too. I think Chris is certainly capable of being very very good when used by the right player. His mix up options, and chip potential all seem pretty good in theory, but I havent seen anything other than grenade tosses and flamethrowers on incoming characters. That being said I have to agree with the guys giving props to Llnd. Of the few players Ive seen he certainly looks to have the best grip on chris. Not sure I understand the Hsien-ko, and (Ammy?) picks though. Anyway Im beginning to think that chris, while being a great battery, can also make for an awesome anchor. Just playing around in training mode with xfactor grenades assists, and flamethrowers ive completely killed characters with ONLY chip damage. Now that doesnt necessarily mean anything in an actual game what with push block and the already crazy situations chris creates, but just as a find I think this is neat.

Grenade h, xfactor level 2, flamethrower, tenderizer assist, grenade h, flamethrower.
This will outright kill most characters with chip damage alone. Doesnt have to be skrull just needs to be an assist that keeps the opponent cornered. Chun, akuma, hell doom could even work.

Same thing goes with level three minus the assist, and possibly some damage considering the time between grenades and flamethrower can be a tad slow.

All that aside if you do end up going for the chip damage, and you do get pushed, my skrull assist is still in there swinging away at the other character giving me the opportunity to gun fire M for what is still pretty decent chip damage. Not to mention your back in prime condition to continue zoning.

I was in training today and was using Chris tryna build a team around him. I picked Chris/Tron/Doom and when Chris was on point i called Tron and used Gun Fire M and for some reason Tron’s Flames absorbed my bullets…I don’t know if only happens in practice mode or maybe it’s a ps3 thing. Can someone else confirm this for me…

tron’s fire nuliffies most normal projectiles for both the opponent and you. the same happens with akuma tatsu assist. it really sucks and doesn’t make any sense why it would effect both players. this also happens on the xbox 360.

Shotgun just whiffs if you do it in the face of spencer, it goes through him
just like 1 step backwards

I mentioned this in the Chris thread a few weeks ago (I use that exact team actually) Chris’s projectiles seem to be the only ones affected by Same-team Tron assist. Forgetting it can get you murdered so hard =(

this is good to know. thx for posting.

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So with the help of the corner and an assist that extends combos (hurricane kick, lariat, lightning legs, etc.), you can use a medium grenade toss to otg an opponent after the stun rod hit of the sweep combo.

In short combos, this will do more dmg because of the shotgun whiff and the machine gun hitting only 1-3 times causing the magnum and rocket launcher to do more dmg.

Enjoy!

Nice find. I’ll be looking for ways to add that to my team.

@Seany_Boy: You won’t need to since you have that spencer assist to stand em up you can just combo directly into grenade launcher.

@OP: This is a nice find, but please post these kidns of things in the general dicsucission, this was known for quite some time.

Good find. I hope it works with Doomrocks.

I’m certain this has probably been posted already, but Chris can THC cancel his OTG cr.H gunshot. Like a lot of his stuff, this is a very situational(read: gimmicky) thing. If you have the correct assists and 1.25 meters, you can break a million damage doing this.

Chris has no mixup.
Chris without assists is a dead Chris. Yes, he gets 199% damage boost in XF3 but without assists to keep characters off of him you’ll be blocking most of your time in XFactor anyway. And chances are if they are going to be chipped out they will just Xfactor and wait for Chris to do something offensive to punish. Reason being: he has no offensive capability without an overhead or command grab.

chris does have mixups, he just has a harder setting them up than other rush down characters do. if you watch the llnd vs viscant wnf finals llnd uses my exact mixup and nearly ocved viscant in a match. llnd did a combo to wesker that ended in a snapout with phoenix coming out, from there he did the mixup and killed phoenix, did it again on the next character and killed that character too. the incoming mixup was new to him, he didn’t have the opponent cornered, and he wasn’t sure about the timing or the other variations to the mixup and messed up the 3rd mixup, allowing the last character to live and died from a xfactor level 3 wesker.

i’m telling you chris is being slept on and no one is playing him at his highest potential in tournaments right now, not even llnd even though he places high in the wnf tournaments. all you see is chris players in heavy defensive positions zoning, chipping, wait for an opening for a combo for the kill, and chip the next incoming character and repeat. so far no one on stream except llnd has used any of chris’s mixups and he only used it that one match.

you guys seem to forget that you can simply pushblock fire grenades, lol. so the “cambo mix up” counter would be

pushblock j.H , land on flames, pushblock flames.

chris does have some gimmicky set ups, but really, his only “mix up” without assist is a simple tick throw or staggered overhead on big characters (ie j.L>j.L or c.L) and you need to be able to jump in deep for that (gl not getting airthrown). he’s a character that relies on someone’s impatience and mistakes to win, since his tools and options aren’t very strong.

Chris is being slept on because he can’t anchor and he can barely point.

The reason llnd will never do that ‘mixup’ is simple. You are never in the position to do it. And pushblocking, as Felinoter says, kills the mixup.