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

I noticed that too. If you throw grenade when point blank to the corner it’ll fly off screen and disappears.

Yes, that’s actually a good suggestion 'cause I’ve notices Grenade Launcher raw can be easily punished.

some advance grenade tactics that i use against some matchups

defensive:

  1. landmine, flaming grenade, landmine, repeat
  2. gtfo assist, landmine, flaming grenade, landmine, repeat 1 (gtfo assist is only there to buy time to set up 1)

after the flaming grenade is tossed landmine explodes in about 10 frames so wait before throwing another landmine or else you’ll get a standing shotgun. there is a rhythm to doing 1 continuously.

offensive:

  1. landmine, gunfire, landmine
  2. landmine, superjump gunfire,land, gtfo assist, landmine
  3. landmine, flaming grenade, dash into flaming grenade, landmine
  4. landmine, grenade super, landmine

1 and 2 is good for punishing assist usage and still have cover. 3 is good for advancing under cover. 4 is specifically to punish akuma’s tatsu assist.

because all of these setups begin and end with landmine you can combine defensive and offensive usages together, for example: landmine, flaming grenade, landmine, standing machinegun, landmine…

none of this is %100 safe but it is extremely difficult for most characters without projectiles to get punish especially if you have high damage combos off of landmines and grenades.

there are other grenade tactics out there but these are the specific ones i use when the situation calls for it.

I believe that the second defensive option is the most safest to use depending on the GTFO assist. The others look like they can be punished by a large quantity of cast should they predicted or reacted. That is why any projectile / shot / beam / missile assist should be used to make it more safer against such characters. For those who can not punished, I think it is a great way of changing the game flow, and forcing them to ride your tide. I especially liked the 4th offensive set up, looks really good if you canceled the landmine as soon as possible.

Is there any way for Chris to escape the Spiderman Ultimate Web Throw/Wesker OTG assist?

It kills me every time!

chris along with any character without airdash or doublejump can do nothing to escape that setup. you got to think of it as one of spidermans combo enders and just avoid being comboed in general.

Yeah, i went to the spiderman forums yesterday and they have a post for all of the characters that can escape that. I guess i will have to switch the order of my team whenever i see spiderman.

Anyway, your Chris is awesome to watch and learn from. I look forward to more videos and posts from you.

Something I found messing around in training mode for some anti wolvie stuff:

If you are in prone position and you get crossed up via teleport, beserker slash, or some other similar means. Chris automatically stands up (provided you aren’t shooting or crawling). While standing he appears to be invincible for a certain period of time. Crossup beserker slash will whiff it everytime and chris will be able to punish, or block the accompanying assist. Of course this is still a risky thing to do as a non-crossup berserker slash will still hit. To see how long he was invincible for, I activated Dante’s Jam session assist while doing crossup B.Slash. The slash would whiff and only the last 5 hits of Jam Session connected. Against Phoenix/DP teleport, by the time she is able to hit you, your invincibility has worn off. However if she times her teleport to cause her fireball at the last possible moment, it will explode on top of you but won’t hit. Note the fireball’s explosion will still be able to hit if she crosses you up early enough. Though you are able to recover and block before invincibility wears off.

I couldn’t think of any other ways to utilize this other than against wolvie, and its probably not too useful, but I figured its worth knowing at the least. Have fun.

thanks! i’m glad you’re entertained by my chris’s gameplay. i plan on mastering the character and even thought the chris threads have died down i’m still learning new things every week on my own.

This isn’t bad. I never really thought to use shotgun for much besides following up with flame thrower to grenade launcher (for corner combos) to special yada yada yada :slight_smile:

This is a really good video. I’ll have to remember this when I play against Akuma and Iron man players that just wait to try to random super. I would assume this may possibly work against dormamu and ryu, of course it needs to be tested (or you tested it already and that’s why it isn’t in the video lol)

we all know that if you can get the opponent to trade hits with you in the middle of a flaming grenade toss it’ll immediately create a pool of flames right in front of chris for about 2 seconds and the trade usually allows for a free combo or forces the opponent to block.

but if done with chris cornered and a pool in front of him, he can continuously create a pool of flames in front of him by throwing more flaming grenades. this means that chris has a little over a second to do whatever he wants and throw another of his flaming grenades again to constantly have frontal cover and chip with no vulnerable holes to close range rushdown.

this is very good against characters like wolverine, she hulk, zero, or any other characters that need to touch you to deal damage. even if they call assists you can magnum or block in between flaming grenade tosses!

now that i think about it more, i see no reason not to toss a flaming grenade when i’m being cornered by any character! it’ll force a ranged game something chris is completely comfortable countering.

Wolverine’s berseker slash can still cross up with its invincibility frames and bypass any trade with Chris.

Also, more than likely these rushdown characters will have their assists (probably Akuma tatsu or Taskmaster arrows) to clear things before they even take the trade.

The more and more I use Chris the more i realize how viable he really is.

forget what i said in my last post. i’ve tested it some more and the result is that you can only have a flame pool directly in front of you by trading and you can’t make it continuous by feeding it more flaming grenades, the following grenade will be tossed over the pool instead.

I hope Chris will be able to throw grenades in the air in UMVC3.

I just want his sub machine gun to have faster start up, it irks me when wesker and magneto outzone chris who is supposed to be a zoner.

i also would like to see faster startup and/or recovery on his gunfire moves and maybe something that allows him to alter his landing time in a superjump like maybe only superjump magnum or shotgun causes him to recoil upward a bit.

Chris doesn’t need much it’s just that too many other characters have so much bullshit and that will all probably get toned down in the next game so Chris will have a better chance.

Being able to block after Jumping Down+C would be fuckin’ great. Wesker being able to freely do jumping Down+C and then teleport so he can move/block again is just retarded and puts Chris to shame. Maybe turning f+C into a horizontal handgun shot and making d/f+C the old f+C shot would be worthwhile. Maybe some new Prone gimmicks.

UMvC3 changes for Chris:

machine gun M is faster (assist also)
Grenade L (land mine) is faster. (a lot faster)

unconfirmed: may have slight melee dmg nerf.