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

Yeah… Chris’ liability against guys in the air is really really glaring when he doesn’t have any backup. I kinda get a bit antsy about having him third when my team starts up, but I usually look for opportunities to bring him in.

So basically Chris as an anchor is a no-no? 'Cause I’d think that Lv3 X-Factor Flamethrower and other chip options would deal sever damage.

with level 3 xf chris does a lot of raw damage and chip damage but he doesn’t have a way of landing a hit on the opponent or putting the opponent in a guaranteed chip situation and every move he has for chip can be easily avoided until x factor runs out.

i never understand players that leave him as the last character standing. they’re better letting him die and having someone else use that xf level 3.

i use chris 1st and depending on the team i’m facing one strategy i sometime use is hit confirm xf level 1 in the middle of a combo to kill a character without meter so i can build meter for the other characters as chris can easily kill a lot of characters in one combo with enough meter.

Chris has too many characters he has trouble dealing with by himself to make a reliable anchor. That’s why its ill advised to have him be anchor.

I see. My bad. :frowning:

At this point, Chris seems as a really flexible "Touch of Death"er due to his wide arrange of great combo opening from wide ranges (land mine at close, Cr.M at mid ranges, Magnum at mid-long ranges) and he can be good on point via zoning with reliable assists, as well as being a great battery meter building character, so it is wise to bring him on point vs certain characters.

Unfortunately, most top tier characters like Wolvie and Hackneto, really destroys Chris and capatalizes on tiny mistakes to deal laughable amount of damage and push you all the way to the corner. Oh and Hackneto can zone chris too if he wants, but instead of dealing with the randomness of Magnum shot, it is safer (and much much more easier) to kill Chris with impossible to react high / low / throw mix up, which all leads equally to 500k+ meterless.

If all fails, he can be a good candidate for spot 2, and his DHC options are good, though he may not utilize the DHC glitch.

Is jump back tk’d shotgun worth practicing for? Not sure if its useful.

TK’d Shotgun obviously shoots faster than the regular jump shotgun, which can stop almost any anticipated ground (or close to ground) movement as well as a very quick way to intiate offence and a safer method to set up H Grenade + Shotgun chip after a down/snapback, at the price of leaving you with less frame advantage should they block or get hit in the air, as well as punished (although needs godlike reaction) if they air blocked without the H grenade (because it drops the opponent down very quickly, giving a very small chance of counter measures).

I cant see how it can be used as regular or frequent as regular jump shotgun, and it has some chances of input error should you press the L button early, but if perfected, can be a good substitute for jumping back down H (since the gun is shot at the highest jump peak of Chris’s). Although I recommend practicing something more useful (or rather something that you will do most of the match, like zoning or punishing combos)

I’ve only used jump-back Shotgun against rushdown Ammy (when there’s no time to put down a mine) but I don’t even do the TK version. Haven’t really spent enough time on it to pinpoint the execution.

I really don’t use (jumping) Shotgun that much overall. I’m just focused on other shit, mostly because my opponents are either always in the air or within Crouching M range.

[http://www.youtube.com/watch?v=cOXtUfRtgyc

Atashiwa, one of the best Chris point player I’ve seen, and his Dante is nothing to mess around with, look up Atashiwa on youtube, he’s crazy](‘http://www.youtube.com/watch?v=cOXtUfRtgyc’)

Ah yes, god atashiwa. He/she uses two of my three favorite characters, so he/she has got my immediate respect because he/she’s also good with them.

I might have posted this before not sure Im gonna post up my run away tactics with my Chris team. See if anyone wants to play around with it. I used this in a tournament and got LITERALLY laughed at, at first. Then people got quiet and watched tripping out over the tactics. (i didnt win! but the guy that one 2nd I beat him about 12 times out of 20 in casuals. Playing against his dante,sent,phoenix)

In this order:
Haggar-Lariat
Chris-Grenade Toss
Taskmaster- (whichever his straight across arrows are)

First thing is become a crack pipe addict! Jumping like a mad man throwin out the pipe, hitting into Haggar BNBs BUILDING METER! Haggar does it pretty good. Grenade toss assist with Chris works awesome with Haggar covers your ass from rushdowns. Dont forget about that task assist though! very vital for getting in. After you’ve got 2-3 meters time to swap Chris in. This is where the madness starts (dont forget Haggar Lariat assist has invincibility frame, enjoy it). Semi lock downs with chris should look similar to this…with variations where you want.

Task assist,Magnum,Task assist hits,magnum,Chris super (the one that has the ice, lightning, etc)causes OTG (the super doesnt hit all the way but will lock them in place. If they move that last grenade from the air will catch them when they try to attack or dash.) Also note that when that OTG happens you can DHC for big damage. So what makes this a pain is if you keep this going the screen is very confusing, a lot of stuff goin on and people struggle with it. The point is to chip them like crazy! (hope they dont call an assist its about to hurt that assist)

Keep your distance from them and keep a : task assist, magnum, THEY BLOCK IT, task assist hits,machine gun for chip, s.j straight up into magnum, MOST OF THE TIME you can get the s.j magnum off because they try to move or attack or whatever it be. Take note if your full screen the super doesnt hit them with chip everytime, thats ok some chip will come off it. They will be held up in a corner and confused. If they rush you down HAGGAR LARIAT ASSIST, into magnum to push them full screen then go into super. rinse and repeat

Key notes:

BURN SUPERS! ITS OK! Chris builds meter pretty fast be wasteful like an American should!
Haggar assist FUCKS UP THEIR RUSH DOWN
s.j then do the magnum is GREAT and creates lots of laughs.

If anyone wants to get shot up by this some hit me up on xbl: visionfreemind

I think visionfreemind’s post can act as a reminder to Chris players on how controlling the screen gives such a big advantage, more than how other zoners cover the screen, since both your offense and defence is in check when you put stuff on the scree, be it bullets or grenades.

However, I disagree on burning meter part. Chris may need the meter once you hit them with practically anything up close should they make a mistake. I once burned all of my meters for 3 grenade super for a huge amount of chip (the opponent did not have a full screen answer [Tron]), so after the spammage, my friend made a mistake and used an unsafe punishable move (Bonne strike, Tron dash in drill special attack) and punished it with a combo starting with Cr.l. I was not able to kill her, due to being a tad away from the second meter. I suffered one combo, and could have avoided it should I used less amount of Grenade Super.

I can see this. One reason I like doing it is because I dont think people know the matchup well. In that burning meter I mean ALL THE TIME. You got that person that thinks they can dash you, that last grenade hits and I start EVERYTHING back up. They try to dash in air/fly that last grenade hits, super or projectile, that last grenade hits. Im thinking though as I mentioned dropping storm in with Chris. Once I get one of my supers that only hits once, because I used magnum first I can just dhc into storm. Its pretty nice.

Having Storm with Chris helps alot with to DHC Chris out.

Before, I even start spamming the grenade launcher hyper, I always lay a mine/flame grenade/call a projectile assist in case my opponent wants to get in close.

I like using the mine then throw a flame grenade which explodes immediately almost next to Chris and you can dash up and have a flame carpet ^-^

Also: What happened to the smiley’s option?

if your gonna randomly use grenade launcher super it is always a good idea to place a landmine first to make it even more safe. the only time i use raw grenade launcher is to safely dhc into another character. after the second grenade gets launched i’ll dhc into another character. the up grenade will protect just about any dhc partner’s super because it falls down so late.

FYI, turns out hyper sentinel force dhc’s very well into grenade launcher. Im testing out chris and sent now, and just thought id post that for anyone else testing out this combo.

one of chris’s best moves to reset an opponent is otg jumping machinegun. chris will recover immediately and can do a meaty jumping normal before the opponent recovers or go for an airthrow. this reset is extremely difficult for anyone to react to. i think this is the only reset in the game that puts you at a significant frame advantage before your opponent’s recovery.

after machinegun otg you can jump mhs,land s into aircombo if your opponent is good at teching throws or go for an air throw into combo with assist if they’re not. you’re basically putting your opponent in a 50/50 situation that is in your favor. this is a great option if you want to conserve meter.

Lvl3 X-factor Chris with J. Shotgun is a infinity blockstun with alot of chip

jumping shotgun can be pushblocked.

here’s a glitch i’ve noticed. after a snapback in the very corner if you throw one grenade and immediately normal jump sometimes the grenade will go through the corner and disappear and you’ll hear a buzzing sound when the grenade should’ve exploded.