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

Nope, the only videos of my gameplay are the ones of me getting blown up at Evo stream.

I did very well in all my matches off-stream, but at my convenience they weren’t recorded :P.

There’s a small tournament this Saturday, but it’s hardly anything major. I can ask my gf to bring a camera to obtain footage in case something good comes up. There’s a chance of kbeast making it, and you might know him for one of the best Viper players.

Glad to see I have some idea of what Im talking about.

Yea I hate when that happens, happened to me in some sf 4 tourney I was in, blew some guy up on stream only to have the match cancelled and the video deleted, then I proceeded to get raped in my next on stream match. Gooooooood stuff. But seriously though, Id really appreciate it if you could post some vids of your team in action or if you could just post some set-ups that you use with sent and chris ill appreciate that as well.

Maybe that’s why I like Chris so much? Seems like everything about him screams risk, even trying to lay a mine down in front of you before Dante’s j.:s: connects. Btw, I beat RE5 on the hardest mode possible, so I’m a certified Chris handler through the University of Wesker. Granted… I think my brother carried me a little. The whole time I was punching that boulder he was crying how much his hand hurt from mashing X.

Other than the anti-keep away strat he posted for me earlier, I really don’t know what else he can really tell you about Chris/assist strats. My best bet is the answer is to apply offensive pressure however possible and pray you get in on a block string, otherwise assist don’t really do much for Chris except cover his ass when he’s vulnerable and extends his combos such as LL.ND’s Hsien Ko.

After reading what strategy I have, and these UMvC3 changes (or lack thereof) I cant help but feel like Chris isn’t a user friendly character. Not even super execution unfriendly like Viper. I feel like he’s on the verge of being completely counter productive. Granted the position of battery, and the ridiculous amounts of health and damage are great, what do they matter if Im going to get tanked right out of the gate by a dive kicking Wolverine? I was content to kick back and just roll with the punches in MvC3 because I was hoping updates would iron Chris out, but now its feeling like Marvel 2 in that if you have a favorite character you may not be able to use him just because of his standing on a tier list. He felt like they dropped the ball in a couple places in MvC3, but he is fun still. Now though its like we’re getting a nerf for a character that apart from Haggar (at least I feel) needs some insane buffs. Or at least the ability to shoot horizontally in the air for the love of god. Here’s hoping some new changes are on the way, and if not here’s hoping Nemesis can fill in the gaps with an assist, or (worst case scenario) replace Chris entirely

hey sorry if i missed this but is chris able to otg Cr.H/F+M into sweep combo?

I mean, Cr. H (OTG) > cancel into any special > cancel into sweep combo.

Also Cr. H (OTG) > magnum > F + M > magnum > f + M > magnum > … IS THIS POSSIBLE o_O

Come on man what are you complaining about? Yes chris got very minimal changes in ultimate, but most of the rush down characters got nerfed to high heavens and capcom themselves said they are trying to make keep away more viable as a strategy in ultimate. Chris might still end up being a “meh” character in ultimate, but so far capcom haven’t given us any reason to believe that. And where did you read chris is getting nerfed?

Anyway, can anyone give me tips on magnum super jump magnum? I just can’t seem to nail it.

If rushdown characters suddenly have to get smart about pokes and play mind games with mixups rather than just throwing them out until they connect, Chris Redfield is going to become a force to reckon with.

You mean full range magnum? Like full range avoid Gamma Tsunami full range? If so, then you should be able to magnum the second time at the peak of your super jump and pull it off. If not, your best bet is to either dash forward jump magnum or stall your magnum until you descend from the super jump.

Most the combos I was doing always led midscreen where it looked like f+M, sweep combo wouldn’t work and when I got to a corner I would try my tod, so this never came across me. we’ll have to lookout if the gun normals can be hyper cancelled, it might come handy.

you might be able to get a rep or two. magnums add a lot to hit stun deterioration.

Try buffering a super jump while chris is recovering from the first shot, make sure it’s a neutral super jump, any directional super jump won’t work. Also, I’ve stopped doing this because there’s the chance your opponent has his back next to (or close to) a corner, in which then you can magnum, dash, jump forward air magnum, dash, f+H, S, air combo to whatever. You will still get two magnum shots anyways if you can’t follow up with f+H.

hmm actually wouldn’t it be better to cancel an otg gun normal into H combo punch (back fist) but cancel sweep combo after the first hit?

Also did u have enough time to perform air shotgun/machine gun after air d+H after a normal jump? seems like they would have to make the start up a bit faster if that is able to be done.

I’m happy to see chris having a proper wave dash, it felt awkward with my team of dante/akuma. So he should be able to dash forward d+h. seems like chris corner to corner combo is going to be more annoying to do now. My corner to corner combo was regular bnb, machinegun otg relaunch, d+h, akuma assist, dash forward flame thrower (w/ dhc 950+ dmg), stopped doing grenade launch super felt it as a waste of meter and 2nd hit exploding on way up was annoying). But now with akuma tatsu assist losing soft knockdown property, i may have to try to use d+h, magnum, wavedash, d+h assist, flamethrower, sweep combo .

On a side note, do u know if M combo punch > magnum follow up can be done on everyone now mid screen? If so it would be awesome now, wash dash machine gun otg relaunch, might just have to be my new corner to corner.

on another side note, has anyone tried THC (chris not on point) then xfactor with grenade launcher super against dark phoenix, it seems to work out nicely. got the idea from marlin pie. since i use dante or akuma, i can daance around them with overheads and teleports and then usually end up dead by the time the air grenade comes down

I didnt say he got an actual nerf, but from what I read combos are shorter, or getting dropped. That means tons of damage just fell off the game plan for Chris. While rush characters are losing a lot, it looks like, Chris players are still going to have to be damn near genius to fend off offense heavy strategies. Im not claiming to be an expert, but even in top tier competition ll.nd, and GcYoshi seem to be the only ones even attempting him. You saying he may end up being a “meh” character goes back to my other point. I shouldnt have to sacrifice playing a character I love playing, for a win. I just wish he had a couple more options to round him out is all. I wouldnt even care if they went as far as making him something of a rush character with fast guns + grenades, (which may be the direction theyre going with the gun cancels. Fingers crossed) I just really want them to get him out of this grey zone that he seems to be in now. He can do tons of stuff, but everyone else just does it better.

so what things should I be practicing in the training mode? what routines do you have for blockstrings? mid-range/fullscreen zoning? normals usage?

Chris is my boy but damn he sucks in MvC3 compared to better characters. I’m done with the game until Ultimate.

I usually practice:

  1. my tod combos and corner to corner combos
  2. using light combination punch on my ground normal safe after stun rod (only the first hit, not the follow up),
  3. ground magnum, dash, jump forward, magnum, dash, f+h/S is nice to get used to,
  4. using different grenade combinations and assists on incoming/snaped in chars. (I use dante jam session and a fire grenade)
  5. tick throw after a blocked fire grenade for non advance guarders (kinda has a tricky timing, has deceptively long block stun and the fire animation stays there longer than the active frames after 5 hits)
  6. follow ups after air/ground throw
  7. otg gun > xfactor > cr. m to ensure dead characters
  8. converting air attacks into bnb combos. if u land jump S on an airbourne target (i use stand M to try to continue the combo, i feel its more reliable than cr. m)
  9. when im bored i practice shooting grenades with f+m/Cr. h

zoning is kinda hard to practice in training mode, chris gets out zoned by certain match ups and lots of blind spots, especially with square dashers. anything that targets the head area is pretty much free for them. Chris is only as good as his defense.

cr. M is mostly ur combo starter, for the range. only use cr. l when punishing blocked unsafe moves that have 6 frame recovery. ie dante jump S, thor launcher, chris stun rod.

Set dummy to random guard. Learn to capitalize on hits and to ensure blocked strings are safe. I try to call out taskmaster as I begin my c.m, H, f.H string. If I connect with c.m task’s arrows will combo and I can dash forward and continue hitting them, and if my attack is blocked task’s arrows let me end safely.Try to find something similar with your team.

Also try setting your dummy team to your team’s 3 fighters and use the record function. Then record all your setups and try to find ways to punish them so you’ll learn what to look out for/change your approach.

Practice defense. This can’t really be done in training mode by yourself. Hopefully you have a friend who can use a flight char ie magneto storm so you can become familiar with blocking because with Chris you’re going to be doing a lot of it.

Finally, just spend time with your team and you’ll be surprised what kind of chemistry you can come up with. Chris NEEDS his teammates, which I think Capcom might have intended considering how much of a team player Chris is historically.

On another note, I’m sticking with Chris into Ultimate. With the removal of DHC glitch, Chris’ ability to dish out pure damage will be a much bigger factor now. I still can’t consider Chris low tier. Props to GcYoshi who showed Chris can hold his own. Out of curiosity was there ever a list made of chars in the top 32?

Me too, I will be sticking with Hulk and Chris into UMVC3

I know I have nothing rational to base this on, but I’m really counting on Frank to have good chemistry with Chris. Just seems like they should be BEST BUDS.

@Drager: There should be a thread of the character useage in top 8/32 hanging around here somewhere, check the general threads area, it’ll either be on page 1 or 2, can’t have fallen too far down.

On a side note, I just realized I am ass at this game. It took a nice long 10 game losing streak in ranked matches to make me fully realize just how bad I am at this game. Are there like threads where you can find sparring partners? Cause it seems I gotta take it back to the basics and try to learn the fundamentals of marvel. Anyone know where I can learn this or from whom?

Could be your internet. The guys over at cross counter were doing terrible until they upgraded from their “fisher price internet” then they turned on the win and got a six game win streak no problem. Just sayin. But kudos on the humbleness, I’d offer but my copy is suffering a severe condition known as “cant find it anywhere”-itis

Nah Im pretty sure its me, granted Im not 10 game winning streak bad, plus some of the people I was playing against last night were cosmic lords but I still lack good fundamentals.

I hear you on the lacking fundamentals part there. Story of my life. I’d also say you’ve got your work cut out for you using Chris too. All I can say is corner control, and max combo damage. Oh and defense. Lots and lots and lots… and lots of defense. Good luck you brave, brave soul.