It’s actually refering to his gun normals. He can special cancel his 6M or 2H and his jumping 2H I think.
Not sure about prone shot though.
It’s actually refering to his gun normals. He can special cancel his 6M or 2H and his jumping 2H I think.
Not sure about prone shot though.
f+M, cr. H and j.d+H are all special cancelable. Can’t cancel into S though. Prone shot not cancelable and still not a low.
M, H, f+H, S, air MMHS, air magnum, f+H, H boulder punch, lv3 doesn’t work anymore as characters recover after the first hit of H boulder punch. Instead you combo f+M into magnum to do that now. It generally seems like the game is trying to cut down combo length and has made hitstun deterioration more severe.
Relaunches with machine gun and magnum were still possible.
Characters seem to recover faster after being hit with a landmine, making combos harder to connect.
Chris has a proper dash now. His wavedash is incredibly fast and makes full screen magnum combos much easier and consistent.
Good shit, could you cancel his jumping gunshot into air-shotgun? did you feel the start-up on his specials were reduced?
Yep! totally works with any of the guns. Guns themselves don’t feel any faster.
There’s also something different about fire grenades. They’re still good as they were before but the flames seem to pop characters a bit higher. I’ve had a friend do a combo with nothing but pure fire grenades that did 30+ hits and took half of spencer’s life.
Linking a cr.L after an air throw>otg cr.H seems much easier. Foward air throws, cr.H, cr.L were also possible.
Did they change his c.L into a c.M-like poke or is there just a lot more time to input a normal after the OTG with c.H? Also, other than the hyper cancel on gun normals, what good would a gun special or nade special do to cancel out the 6M/2H? Is 6H a special and can it connect off of his OTG’s?
On a separate note: Grenades in air would be awesome.
I have heard that his landmine has better start up now. Did you notice anything?
So… QCF+S doesn’t exist?
Does Grenade Launcher hyper fully combo without the 1st hit and the rest whiffing now?
Seems like there’s more time to input a normal after the otg, the cr.H otg looked like it popped characters a bit higher.
Besides the new bnb for lvl3, j.d+H into shotgun seems like it would be pretty good for zoning/keepaway. Other than we’ll have to find out when the game comes out.
Didn’t think about doing this, but I kind of doubt it would work if you can’t already cancel into S.
Not really.
Couldn’t find a new move with S.
Pretty sure you’ll still need a setup to make it work without it whiffing.There’s also something funky about grenade launcher gcyoshi mentioned; I noticed his and other chris setups that let into grenade launcher weren’t quite working for some reason. My own ToD with Hsien-ko was kinda finicky if I got too close to the corner. In vanilla if I was too close to the corner and depending on the body type of the character the 2nd hit of grenade launcher would explode on the way up, thus messing up my setup. In ultimate, if i got even remotely close to the corner the 2nd hit of grenade launcher would explode on the way up, body type didn’t seem to matter. So it seems to me that the 2nd hit of grenade launcher has a larger proximity/larger hitbox. Anyone else who played noticed something different or like to fill in on something I don’t know about?
My grenade launcher set-up was messing up, and I think the reason might be due to the universal hitstun deterioration or more specifically, the reduced freeze time of the nitrogen rounds of the Grenade Launcher super.
In my normal combo, they would thaw out before the following grenades hit, so I felt like I had to dumb down my combos.
Thanks for the fill-in ll.nd. I’d honestly rather Chris be less of a keep-away ‘chip-of-death’ and more of a zone/control character, but regardless, I’ll play him no matter what.
That sucks. I already feel like Chris’ combo potential is already extremely limited, let alone the lack of meter you build if the other team is rushing the entire time. Why the hell they gutted his air dash in the final version, I’ll never know. I mean, it’s not like he has insane air normals or anything.
Sorry about Evo GcYoshi, I could feel the pain when those rush down teams would capsize on even the most tiny of frame lag thanks to Chris’ ridiculous startup and cooldown time on everything. Sad part is, I didn’t know who you were prior to that and the moment I saw Chris on your team I was like, “Wtf is this guy thinking?” Definitely glad to see someone had the balls to bring low tier to Top 32.
Can’t believe I forgot to give props to LL.ND as well. Both of you did what you could with Chris weighing down your team.
Not all set ups with Grenade Launcher into Sweep Combo seem to fail now, since I was able to do it fine with Spencer’s Slant Shot. I did notice it messing up when I was using Senpu Bu though, so there was definitely a change.
you should be able to still combo into satellite without HP BP, with a combo ending in lowest air magnum>ground magnum>level 3
according to llnd you can do more than that. you can fM or dH and cancel into standing magnum, jump magnum, standing magnum, level 3.
I know this is a bit outdated in terms of well-known issues, but recently whenever I find myself running into a team who can out-zone my Chris, I find myself placing Taskmaster on point and playing harass keep away in the form of Aim Master spam. The fact that Taskmaster can out-keep away a character *built *around the idea of keep away/zoning really pisses me off. Why in the hell does Chris lack a multi-directional, air-stalling, projectile? I mean, don’t get me wong (A pun that serves no purpose), I love Chris to death (he feels so… balanced), but I hate how easy half the cast completely shuts him down when it’s not even in their job description to do so.
Who the fuck designed this character and why did they shit all over his chest? If Chris doesn’t get some in-air love in UMvC3, I’m selling it back. I don’t care if it’s some hcf BS with a ridiculously small input window. I want options, damnit.
Rant over.
No, I made that move up. I proposed that giving him a grenade launcher that shot upward in a parobolic arc would give him a tool to deal with airborne foes, and that would really make him a muuuuuuuch better character. It was just me wishing.
I don’t really care for the new tools he’s getting. I don’t think they’re what he needs. Special cancellable command normals is cool and all, but I don’t see how they’re going to help you when you fight against Trish who’s just going to hang in the air all day exactly where Chris can’t touch her. Maybe a better player than me (ll.nd) can say if his new upgrades address the issues that he currently has.
Yea it would be certainly nice if Chris had a move on the ground that shot up in the air at an angle… or at least one of his air specials to shoot straightforward and not diagonally at the ground
Kind of my sentiment, but there are some methods around this. You’re right about the aspect that Chris is a zoning character, and while he does keep-away well, he should not be exclusive to keep-away strategies. His damage is too good to give up to played purely for keep-away.
Against Taskmaster, I occassionally have a keep-away face off, but I gradually make my approach. I usually super jump and try to hit Task with a magnum or machine gun, then upon landing I will throw a fire grenade and call sent drones. Then I will super jump again, but this time I jump toward taskmaster and come in with air machinegun to cover my landing. If you do super jump -> gunshot M fast enough, you’ll be able to get a air 2H, H, or S right before you land to further cover your landing. When landing, there should be the fire puddle from the H grenade, the sent drones I called earlier, and the bullets should from the gunshot M should help clear the ground.
In other words, against characters that can outzone Chris (and there’s a good handful of them) you have to make the gradual transition into establishing your own offense.
I don’t try to out-keep away characters who do it way better than Chris (I hate keep away period), I try to approach just as you suggested. But the problem is, after that first sj.qcf.m lands, they get a bit wiser about spacing, dash past the bullets, and start the keep away pressure all over again. In the end, it’s nothing but a losing battle to Disruptor spam, Dr. Doom air spam, and ‘Lol I’m Trish’ spam. Hell, I’ve had a Storm with Sentinel Drones assist super jump block all the bullets and air grab me. It was one of those… ‘Why the hell am I playing Chris’ moments.
From what LL.ND and you (GcYoshi) have been telling us, it doesn’t seem like Chris is really getting changed all that much other than some protection on j.2H through shotgun. So unless everyone else is getting brought down to Chris Redfield levels, it doesn’t sound like he’s getting what he needs to become competitive.
Honestly the more I see of chris the less I think he is meant to be played in a “proper” keep away style. I think the biggest mistake capcom made with chris was calling him the new cable, there ain’t nothing cable bout chris, he can’t get a super from full screen like arthur, deadpool and cable, he can’t cover a lot of space on the screen either. I honestly think he is built to be played at more of a mid range.
On a side note, Gcyoshi, do you have any more footage of your team? I run chris/sentinel/dante and I’ve been looking for ways chris and sent work together and am yet to find any so maybe some footage of you might help.
I’m inclined to agree with this, although I’d say it’s more of a retreating “survival horror” type of mid- to far-range game. Perfect Shotty range =)