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

I watched that series just now - there wasn’t really mixup involved outside of Viscant sticking moves out into H Grenade fire. It was pressure, but Down+Back would have handled it.

this isnt bad with some prediction. I threw a H grenade by accident with my opponent being dangerously close, once it leaves Chris’ hands it counts, I got hit, it pops, hits floor with flames. interrupted my opponent and I went on the offensive.

This is situational though.

llnd did that mixup because he had no choice against a phoenix team with chris on point. viscant actually escaped it the first 2 times and then fell into the grenades anyway as he’s never seen it before. the third time wesker came in blocking if you checked the video again llnd was in prime position to throw viscant before the grenade detonated. the detonation of flames may have even helped him combo after the throw. llnd didn’t really know what to do himself but just kept attempting it because he killed two characters with it. the opponent must be in the corner and there is a specific timing for the jump in after the grenade toss and llnd did not know this that was why viscant was able to escape it twice.

@llnd i know your reading this so i would suggest you work on the timing for the snapback, grenade, meaty jump in, and react to an opponents actions with different followups including a throw. practice in training mode against a friend by pushing them into the corner and repeatly snap them back and doing this mixup with the second player guessing on how to defend. and maybe jump in using m,h,s instead as the angle of jumping m is harder for the opponent to avoid. if you time the jump in just right you can’t be thrown.

i’m not sure if this combo will work but you can try a combo ending in otg pistol and amy’s coldstar into standing magnum, jumping magnum, snapback. if it works this combo will allow you to push the opponent further in to the corner and snap them out. you probably have to press coldstar assist before the crouching pistol.

this mixup is useful if you have chris on point and don’t have enough meter to kill the first character but they have low life partners that can die if the mixup connects. in time every non chris user will be complaining about this mixup and how overpowering it makes chris.

Yesterday, while playing online. I used Chris’ Grenade Hyper and my opponent countered with Proton Cannon.

Chris kept going with his Hyper’s animation while getting a proton tan. I did not see any grenades with exception to the first. Sadly, I do not remember if the second grenade came down but I do know that neither character took any damage. I’d say there was no frame advantage either.

Edit done to be more descriptive of what occurred to restore Heroic_Legacy’s faith in reading comprehension.

I’m losing faith in reading comprehension nowadays.

Not everyone is from a English speaking country dude.

@Densuo - Chris’s grenade launcher nullifies/compromise beam supers and many other forms of singularity supers (e.g Phoenix Force)

@Rushx5 - Yeah, I saw this mentioned previously about this happening with Storm’s Ice Storm Hyper. I’m just wondering where else this happens and see where this can be used to our advantage. Chris is definitely at an advantage vs Storm’s Ice storm. Kinda wish we could save replays but that’s where training mode comes in.

Sorry to ask this, but what’s mix-up refer to? Is it simply referring to comboing?

Hm, seems I’m needing a new avatar. A Chris avatar. :stuck_out_tongue:

you’re asking about a Chris mixup? Or the term? I’ll assume term as I’m not good enough with Chris to be giving out that much advice.

A mixup is basically referring to multiple things you can do to an opponent in a situation. You’re forcing the opponent to guess. If they guess wrong on your mixup you get to combo them.

Let’s use Zangief in Street Fighter 4 for an easy mixup guessing game. You knocked your opponent down with Gief. Now you can do your mixup. You jump over the opponent and timed it to land right when your opponent standing. Gief can land and go for either a SPD or a Lariat while your opponent is forced to guess. If he back dashes or jumps back he’ll avoid the piledriver, but likely eat lariat. If he blocks he’ll guard the lariat, get a punish and take advantage… Or he might end up losing 20% life on a piledriver. Best deal here is he guesses wrong and you get to do it again.

Edit: I’ll leave the explaining of Chris mixups to everyone else. I stick to sure things after combos and downs… chip damage, chip damage, and more chip damage.

i came up with a mixup for an incoming character that chris players can use if they’re good at reading opponents defensive options when coming in. it’s just a tool for chris that more advanced players can use in their meta game but it isn’t necessary considering chris’s other tools.

@felinoter
the counter to the air push block against the jump in normal is empty jump and:
-late h for a throw if opponent is pushing buttons and trying to pushblock
-land throw before grenade detonates

there are some other counter options to that particular counter… experiment! you could even throw a grenade m instead of grenade h.

if the opponent completely escapes the mixup then you can continue to chip and zone like you were planning to anyway. this mixup just gives you a safe opening to go on the offense if you wanted to.

there’s many variations to how the mixup can go and even mixups after mixup escapes, some that i haven’t even mentioned, it’s just a backbone for those that are interested in exploring and utilizing chris’s limited mixup game. chris may never have to use it, but it may be his only option against an annoying assist, great anchor that needs to be snapped out and killed in one combo or phoenix. i only mention it because his grenades makes it safer and somewhat scarier than the mixups that other characters like wekser and she hulk have on an incoming character after a snapback or death. chris can always back off and continue to chip and zone if it doesn’t work out, something most other can’t do.

I see. Then it’s just as I expected, just that I’ve been reading that Chris doesn’t have many (good or otherwise) mix-up options available.

chris can mix up with the prone, but players are scared to use it. just force an air recovery go prone and call your assist. or you can go prone when your opponent super jumps and mix them up with an assist as they land. prone also gives you an ambiguous mix up if you predict a foward roll, just hit up when they get close and you still have time to meaty/block/grab…

prone can 1. go through characters 2. create ambiguous situations while staying prone 3. can create ambiguous situations from collision boxes while rising 4. recover quicker than expected (for purposes of blocking or attacking with meaties)

not saying his mix up is great, but when you hit as hard as chris, assist mix ups and gimmick mix ups can become scary things…

Care to elaborate a bit more?

chris general

Jokes ™

I wish Chris can mix up from full screen, since all his mix ups needs him to get in into the opponent, in which he is not very comfortable with it (He has fear of people rushing in to get him, both in game and RE franchise).

That is why it is very discouraging to go for mix ups, which are not that good / tricky to begin with, situational, and sometimes H Grenade + Shotgun does the job better and relatively safer.

It just becomes a question to the player whether to go for certain chip damage + zoning game or uncertain combo opening potential + rush in game + post zoning if successful + being close to opponent should they manage to block. A smart pick between these two options should be the key to deal the maximum amount of damage with Chris on the opponent teams, and will probably become match up specific choices (Choice 1 vs Wesker, Choice 2 vs Arthur for example in my case). The issue right now is that most of the said mix ups are not THAT tricky, and revolves on wishing the opponent thinks that Chris can not rush down and presses button.

Same sort of thing happens with some THCs Chris’s grenade launcher can nullify your own teams Hailstorm when done at full screen,

Agreed with this very much.

Well then, we have some sort of advantage, right? If people don’t know how to play against Chris it’s just easier for us to make some tricks on them…

Sometimes the worst thing you can do is put Chris on point.

Depends on who it is. If I’m comfortable controlling who it is I’m fighting I go with Chris. Otherwise I go with Task or Haggar first.

i have no problem with him on point. chris with 2 assists to back him up is a solid character and can fight just about anybody in the game. he does suck as the last character standing an can’t consistently mount a comeback.