I agree that super skrull is 1 of chris’s worst matchups, Spiderman can always web swing into a mine, magnum or assist. I’ve been a super skrull player since vanilla and never found Chris to be a threat. Skrull’s rolling hook can hit over mines and can command grab grenade launcher supers. Skrull’s orbital grudge can nullify machine gun normals (doesnt work on magnum) and his skrull torch has invincibility frames that can get him out of any struggle. I recently drafted Chris and I play Chris + Skrull on a team and I’m currently looking for a solid 3rd character to make the ultimate anti-morridoom team. I’ve been considering aurthur as he has one of the most strongest projectiles and his lvl 3 followed by xfactor can anihilate doom assist as and maybe morrigan too. Even if she does her invincible blade super, if she doesnt have xfactor her invincibilty will run out while aurthur’s lvl 3 is still going.

I’m thinking of making a thread specifically for the start of a match. A lot of us know what Chris’s overall game plan is, but if you can never generate space to set up that plan then a manageable match just turned into a difficult match. There are a couple options that I could explain in detail so I think it’s thread worthy, but if you guys just want it talk about here then that’s cool too. Either way, I think it’s important to establish what works and what doesn’t work at the start. Maybe it was already talked about but hey doesn’t hurt to brush up on it.

My start of match option generally always start with OS backdash/grab with lariat assist then laying a mine/grenade afterwards, or OS throw/forward dash and lariat assist. All depends on if the matchup calls for defense or start of round rushdown(mostly against characters that pester Chris at SJ height.)

Yea if you have lariat you have a good advantage starting up close. There are some options involving calling missiles first as well, if you’re focused on keeping away. Backdash flamethrower is pretty good but prone to divekicks and teleports so make sure the assist is going to come out and cover the back/air. I used to get too aggressive because I like trying to get the throw but it’s too risky against characters like Mag and Wolvie that can punish a missed throw attempt very easily.

I generally don’t call start of round missiles unless they try to run away and set up zoning at the start. I don’t have that much offline experience for start of round setups outside of lariat since my usual competition is aguy who runs a Vergil/ strange shell. StingerOS plus bolts tend to blow through anything that isn’t an invincible assist, haha.

Since I completely lost control of the match up analysis thread I started after the site change, I decided I would post up what I had in store for it here since it was just sitting on my computer.

Akuma

In my opinion, this match-up is 6-4 in Akuma’s favor. If your opponent knows how to handle the character, Akuma can shut down many of Chris’s options. He can also approach him relatively safely. With certain assists, Akuma can also deal some nasty pressure involving teleports and overheads, and once he’s in range for a Tatsu, every gun fire and grenade is a risk. Still, if you’re aware of what makes this match up difficult, it can help you make better decisions and properly anticipate what’s coming. Learn to respect and avoid his strongest tools and sooner or later, all of your stray hits/chip will pay off, since his health is so low. Before we get into some general strategy, let’s go over the specifics of Akuma’s moves and how to deal with them.

Specifics

Medium Tatsu: Akuma’s safest tatsu at +3. If they’re using this version, they know this and it will be pretty difficult to deal with.

  • Corner: Akuma can only combo from here. If all three hits connect, push block the second hit and get a free cr.M. Generally safe if the first hit whiffs in the corner. There are situations where you can punish if the second spin hits first and you push block, but it’s iffy and may result in a whiffed cr.M. Best option is to push block and then super jump away from the corner in this situation.
  • Out of corner: You must push block the first hit, so generally safe as well. No punish on second hit push block whatsoever. No advantage either (don’t throw grenade or guns, another tatsu will beat all).
    Spam: If all three hits connect, push block the last one and then neutral jump and fall with an S to punish the whiff. In any other case, push block the last hit and then back dash. Dash in and punish the whiff after the move ends (14 frames of recovery, very easy).

Heavy Tatsu: +1 on block. No punish if last hit connects.

  • Corner: You must push block the second and fourth hit to land a cr.M punish, which makes it generally safe since reacting to the second hit is very difficult. Push blocking the third hit will cause the last hits to land, remaining a block string. Same for push blocking the fourth hit. There are some scenarios where you can punish if the first hits whiff but it’s risky and should not be tried. Respect this move when you’re cornered. Push block and super jump away.
  • Out of Corner: Push block the third hit for a free cr.M. The timing is tricky but just head to the lab and record Akuma doing it and it’ll start to click.

Overhead: If your opponent is getting happy with overheads, you can always mash throw in between his normal and the overhead. If you’re in block stun, this obviously won’t work, so my best advice would be to try to react to the overhead (watch Akuma intently) instead of guessing when it will come.

Jump Fireballs: Respect these. Akuma is +11 on these and they come out in 10 frames, which is quick if he throws it as soon as he jumps. Chris doesn’t have an answer to this besides dash back Flamethrower, which gives up ground but is your best option. If he’s two jump lengths away, go for a Flamethrower into Land Mine. It’ll nullify the Fireball and then give you some cover. Remember to always push block the Fireballs and if you had an Incendiary Grenade thrown, be ready to convert if he gets hit by it when you advancing guard.

Super Jump Fireballs: This is going to be Akuma’s best approach against you, especially with an assist call beforehand like Drones. If you’re full screen, you can jump and time a shot gun to hit him, but anything closer than that is dangerous. Instead, try to have a land mine down when he jumps. You will still have to block the fireball and assist but Akuma has to block on the way down which means he can’t capitalize on the momentum. This is assuming he uses the Hard Fireball for full screen and the Light Fireball for anything else. Super Jump Light Fireball has a very odd trajectory and covers him very well, so many Akuma players will use this version to gain space. Don’t try to air throw him because the Fireball will prevent it. Dash under air throws can be teched by Akuma as well, but they’re a great challenge if he isn’t calling assists with this.

Teleport: If your opponent is using this, it’s probably paired with an assist for a strong mix-up. Just remember that Akuma needs some normals to connect to make this set-up strong, so keep him out with cr.m to avoid this. Remember to always anticipate as well, it can come at anytime but if you know it’s one of his options, it won’t be as difficult to block.

General

Alright, now that you know the specifics, it’s time to get a little more general. For this match-up, you want to be outside the range of the first hit of Akuma’s Tatsu at all times. Never be in that range unless you have momentum or it can mean trouble. Akuma has no worries doing a Tatsu and beating the start-up of most of Chris’s attacks (8 frame start-up) and plowing through grenades and gun fire. Remember he destroys both of those so be weary of calling an assist and shooting. It’s a good tactic against other characters but with Akuma, a Heavy Tatsu can hit from pretty far away, since Chris takes so long to recover, and it might even lead to a happy birthday. Another thing to watch out for here is the corner. This probably goes for a lot of match-ups but just try and push block and then super jump out as soon as you can. Also, make sure you keep your opponent in check with cr.M if he starts getting dash happy, as Akuma’s normals are awful range-wise. Take the time to get by your Incendiaries as much as possible and try to only throw grenades when Akuma can’t body them with Tatsu, like after connecting a Magnum for example. If you stay aware of Akuma’s Tatsu, this match-up can become easy when you start reading patterns and punishing when you can. Oh, and one more thing, if he has more than one bar, please watch your assists calls. Akuma can snipe out assists like no other, but if you let them try to make a read and waste the bar, you’ll be in good shape. Don’t call assists as you’re tech rolling backwards as Akuma players love to super jump and do a super in anticipation.

As for the assist, there isn’t much to say about it. It’s one of the best in the game and destroys everything in it’s path. If you can plink dash, start plink dashing backwards in anticipation of it to avoid blocking, as it deals some nasty lock down. Also, remember that it’s the Medium version of his Tatsu, so It does three hits. Keep in mind that you can always X-Factor and punish Akuma after it ends. You’ll have to practice the timing but it’s good to use if you see a pattern developing and you know your opponent is going to press a button along with Akuma’s assist.

Super-Skrull (The regular font portions were written by Needlecrash and the italicized portions were added by me)

Depending on how you look at it, Kl’rt, the hero of the Skrull Empire, can give Chris a hard time. Mix-ups, command grabs and the Meteor Smash can give Chris a run for his money. However, knowing how to deal with Skrull will make things a little less stressful for you. In my experience, fighting him from either close or long range makes things easier for me.

I’d say the match-up is 6-4 in Skrull’s favor, especially since he has inescapable command throw set-ups. He can attack Chris from anywhere on-screen, making grenades and guns risky to use, but a lot of his options are also unsafe. Regardless, knowing Skrull’s options in various situation will help ease the match-up greatly.

Elastic Slam: This is his long range command grab and it goes at a 45 degree angle or straight ahead. Be wary of his distance and possibly expect a mix-up. If close, use crouching light. It’s quick enough to stop it.

Also, you should know that his arm doesn’t really have a hurt box, so with the Medium version, it will go through grenades and even Flamethrower at certain ranges. Trading with an Incendiary doesn’t do anything either as the animation outlasts the fire, so it’ll be gone by the time he’s done slamming you. Always be aware of his distance to you and try to back dash away from its range.

Meteor Smash: This goes in 3 directions: Directly in of Skrull, Midscreen and Far-Screen. Depending on the direction, your blocking direction will also change. Keep that in mind. I would block but not punish because the Inferno Hyper may come out. Also, Grenade Toss L will beat out Meteor Smash if done early. If you have a vertical assist, it will beat this out too. Taskmaster’s Vertical Arrows does wonders against this. Also, the 2nd hit of Grenade Launcher will beat this out and Skrull will be hit by the following 2 hits from Chris’ hyper as well.

This move does very little hit stun, so when a Skrull player will X-Factor cancel this move into command throw, you can always do a cr.l and beat the start-up. Cr.m also works but the timing is a little tricky.

Inferno (Super): Best thing to do, if you’re close enough to it, is to just block it. Then, when it ends, punish him when it’s done. If it whiffs, punish with Grenade Launcher or Satellite Laser. Grenade Launcher will beat Inferno. Period.

*Skrull Torch (Super): This move has invincibility after the fourth frame for a bit and can be used as a make-shift Hard Drive on incoming, so time your meaties properly as he can combo off this with X-Factor.
*
Death Penalty (Level 3 Super): Satellite Laser to punish. However, the Level 3 hyper might change the direction in which you were blocking. Therefore, pay attention for your location on the screen since the hyper can cross up.

This move will always cross you up if you aren’t already in the corner. Always hold forward if they throw this out randomly when you’re mid-screen. It also hits overhead.

Rolling Hook: This move is quite powerful for Skrull as it can hit foes from full-screen and allows him to get a full combo afterwards. Always be weary of this attack, as it can hit Chris even if you have a Land Mine down. This attack is gold for happy birthdays as well, as it can catch you off guard quite easily with its range. If you know this move is coming, you can go prone and avoid it all together. Just know that he can cancel the move on whiff, so be careful when trying to punish. This move is also unpunishable from anywhere on screen, due to its significant push back.

Brutal Pile Bunker (Air Down+H): This move is going to be the most difficult to deal with, especially after an air dash, where Skrull’s use the move most. Always try to have a Land Mine down preemptively to counter it, although you won’t be able to combo afterwards. Counter-hit Incendiary’s don’t let you combo afterwards either, but they will hit Skrull. Never, and I repeat, never try to react and air throw this move; it will win every time. Just block it and push block.If you don’t push block, just know that Super-Skrull can jump over any counter you attempt, leaving you open to get hit by another one of these. You really have to respect this move when Skrull is range and try to work your way out of by push blocking. The only time you shouldn’t push block is when you’re in the corner, as this is the only time you can punish it with cr.m, although the timing is a little tight.

Stone Dunk (Hold Air S): This move is even harder to deal with than the Brutal Pile Bunker as it’s +21 on block and even if you had a grenade on the floor, Skrull can land and block it. This move will almost always come out of an air dash. If he’s in range for this move, there’s really nothing you can react with. You can jump and air throw him out of its start-up, but it’s risky because if he does a Brutal Pile Bunker instead, you’ll get bopped. You have to show even more respect for this move than the previous one and just push block it as it comes.

General

In this match-up, you want to stay just outside of Skrull’s command throw range. This range keeps you safe from his air dash options as well and can allow you to set down Land Mines, which are powerful against him. Skrull players usually have Drones backing them up (if they’re using him on point) so you have to be aware of the ranges for his Meteor Smash at all times, as Drones will make this move safe. Also, never get too comfortable full screen as he can land a Rolling Hook from anywhere. It should also be noted that Chris is one of those characters that cannot escape Skrull’s command throw resets. This means getting touched by Skrull can lead to death, so you have to really be on your game if you run into a good Skrull player. Also, his launcher is unpunishable by Chris, so don’t wait for him to finish a chain and then try to counter, just push block and look for a whiff. This match-up is leaning towards 7-3, but staying out of the range of his Medium command grab will do wonders for you.

As for his assists, his Orbital Grudge has super armor so don’t be surprised if it eats a Land Mine. It’s probably his best assist, but Stone Smite is powerful in the hands of mobile characters. Its hit box is huge and wall bounces, allowing for an easy confirm. Both of these assists force you to block, but don’t provide too much lock down so it isn’t that bad. Tenderizer assist is usually used be characters like C. Viper and Firebrand, who have unblockables. If you run into this, try getting hit by the assist as it will scale the combo more and makes it more difficult for your opponent to convert.

Vergil (Unfinished)

Specifics

St.H: Very powerful. Fast and can beat the start up of many of Chris’s moves. It also has ridiculous range so footsies are out of the question but this doesn’t mean you shouldn’t learn the range of the move. Cr.M can beat the start up of his St.H in certain situations. It’s rare but it can happen, so be on the look out. Also, it should be noted that this move obliterates Land Mines. The Land Mine will explode but Vergil will be too far to get hit by it. There are ranges where the st.H will hit Chris but won’t set off the mine, and that will result in a hit on Vergil, so it’s good to have them out safely, but never put them out in the neutral game. It can even ‘beat out’ a Flamethrower at certain ranges because the flames never actually reach Vergil. It can also nullify projectiles, in Chris’s case Magnum and all Gun Shots (Shot Gun and Machine Gun will have some bullets still make it through). This is a rare occurrence but if it ever happens, at least you’ll know why.

Helm Breaker: Not too much to say about this move besides respect it. It’s too fast to react to and its range is incredible. Chris’s dash doesn’t lower his hot box much either so dash-unders are pretty much out of the question. If you option select throw, you can dash under it pretty well, but that’s really the only sane way to get to the other side. Something that I’ll stress as much as respecting it is to always chicken block this move, I repeat, always chicken block Helm Breaker. If you sniff one, just hold up back and punish with cr.l when you land. If you’re too far away for a cr.l, you can only punish with cr.m if you jumped rather late and landed quickly. You can kind of feel when you can land the cr.m. Just record Vergil doing it and try holding up-back. If you hold up-back and he doesn’t do a Helm Breaker, make sure you’re ready for an air throw, because either that or a dash up st.l is sure to come. Another thing I should mention is that you can in fact air throw Vergil out of this move, but a rule of thumb is if you’re not in range already for the throw, don’t go for it. You will undoubtedly be hit by it on your way up. This move’s range and speed beat out Chris’s grenades in many situations as well. For Land Mine to connect, you have to be fairly close to Vergil. Any other range will miss him completely. Helm Breaker can also beat out the start up of every grenade, so banking on trading with Incendiary is a tough bet in this case. Even with all this in mind, the number one way people get hit by Helm Breaker is by trying to press a button (usually a light) to stop Vergil’s pressure. As much as it sucks, you have to avoid doing this. If the Vergil player doesn’t have a follow-up assist, you can afford to eat a few Helm Breakers, but if they have one or are willing to blow X-Factor, this habit can be dangerous. In short, when facing Vergil, you just have to deal with it. His pressure game is so good because he can shut down your options safely. It’s tough to deal with but at least you’ll know why it’s so difficult and can develop counter strategies from there.

VsDenjin: back from the dead and bringing a plethora of info.
Very nice stuff.

That was a good read! Wish I had the time to type out everything like that hah

I saw it today and was like, “Damn, I wonder how those guys are doing”, haha. I still have a pocket Chris but I’ve been moving away from fighting games in general. Way too much of a fraud.

Thanks man! I even typed the Akuma section all in one sitting, haha. I was pretty committed to finishing it but with the thread gone now, I don’t know. Maybe I’ll start another one without all the pictures and spoilers, just one giant wall of text. I just don’t have as much time as I used to now…

Is the thread gone? I can still see and post in it. I an using a phone browser though and mobile versions tend to be finniky.

It isn’t gone, but when the site switched to the newer version, the code got kind of complex when I try to edit the posts. I can’t really add anything in without messing up the entire format of the post. I tried to figure things out but I eventually realized that it wasn’t worth it. If I have time, I’ll start another one that’s not as good looking, haha. It’ll be easier to manage that way.

Ahh, makes sense.

So does anyone have any Wesker matchup knowledge? Seems like Chris just spends the whole match getting popped in the face with samurai edge while watching wesk float around waiting for a misplaced special to go ham on Chris.

A smart Wesker can be a very problematic match-up for Chris, but Wesker has a surprising amount of openings. You really have to play the player in this match-up.

- Gunshots: Wesker can play the super jump gunshot game against Chris, but the thing is is that Wesker has the same problem, meaning you can do the same to him and catch him on the way down. If you get too autopilot with it though, he can easy rush in while you whiff a d.H and get a full punish on you. The other problem is the fact the he can do it much faster than you, which also makes it difficult to do it back to him, although not impossible. Wesker’s grounded forward gunshot also beats out anything Chris can do full screen except Prone Shot (because obviously it whiffs), which I find harder to deal with personally.

- Phantom Move: L Phantom Move is a very annoying move to deal with as Chris, since it’s not a teleport per se, rather it’s a command dash. You ever wondered why Wesker teleported through your Land Mine, blowing it up while he doesn’t get hit? That’s why. You need to space Wesker out properly to be able to use Land Mines against him which are one of your best tools in this fight when he’s trying to rush you down. The problem with Flame Grenades is he can command grab you out of the start up meaning that you get no Grenade so you won’t get a trade into a punish for you whereas you will win trades off of Wesker’s key moves like j.S and cr.M in to full combos off of a Land Mine which do a ton of damage. Another fairly common occurrence is L Phantom Move causing your specials to auto correct, which can be a bad thing for most characters, but fortunately Chris gets autocorrected into Combination Punch which allows you to start a whole combo if auto-corrected early enough to punish his Phantom Move. You’ll have to react to the L Combination Punch auto correct though.

H Phantom Move without cover is a free grab for you because of the recovery on it. In the corner, it can cross you up so be careful and pay attention to when he does it. Not much else to mention about it.

- cr.L & Mustang Kick: Wesker’s crouching light is faster than Chris’s cr.M, and has more range and less startup than cr.L, meaning he can bully you with it quite easily. Because of this, he gets plenty of tick throw opportunities on Chris - especially in the corner. This is where Mustang Kick(the command grab) comes into play. Obviously you can just upback the command grab, and if you do - happy days, you get a full punish. But the problem is they can trip guard your upback with a cr.L again for a full combo, or try to air grab you (which you should be able to tech), or they can bait the throw tech and get a whole combo from a whiff punish. So you can see how bad it is to be in the corner vs. Wesker. Your best bet here is to push block the cr.L’s and try to catch him with a cr.M, or if they get too close you should be able to grab them. You’re going to want to try to get a Land Mine or a Flame Grenade out if you have the space. Try not to backthrow in the corner though, because they can easily hit you out of Flamethrower start up if the grab misses.

- Jaguar Kick/Dash: What several Wesker’s I’ve played like to do is use Jaguar Dash/Kick to end blockstrings because of how safe it seems, but you can actually grab punish these easily meaning they’re not a problem most of the time. Sometimes midscreen it’ll pass through you and I don’t believe you can punish it because of the blockstun.

General:-
The way you want to approach this match up is to force Wesker to come to you, then outrange his approach with cr.M, bait trades with Land Mine, and air grab when you can. If Wesker is gunning you down from full screen, this is your cue to approach him since you will accomplish more than if you tried to stay full screen and outgun him. If he tries to dash across the top of the screen, try to catch him with a j.H(os grab) xx Magnum for a small combo, but a punish nonetheless. If you have Wesker on the defensive, j. downH is a very good approach tool because of it’s horizontal range although unfortunately it’s not an overhead so you won’t be opening anyone up with it very often. If Wesker is normal jumping towards you, you can try to anti-air with Shotgun, but Wesker’s air gunshot can beat the startup clean. The Magnum is pretty eh in this match-up, f.H from Wesker beats it out and the only thing you’ll ever catch is a full screen command dash(lol) or assists. Normal jump Magnum isn’t too bad here, but j.dH is a better tool. Machine Gun is your best bet if Wesker is fullscreen because he can’t duck it and it does more chip than Magnum.

On Wesker’s incoming, what I like to do is throw a Flame Grenade, put down a Land Mine, then fire a meaty Shotgun to force them to land in the fire, then go for a mixup or just combo them if they get hit by the fire. If they get hit by the Shotgun, they’re just asking to get air grabbed. You can grab them a little after the fifth hit of the fire they’ve blocked, which is tricky for people who’ve never played Chris much before because the fire stays a little bit after the five hits, you can do a normal jump very late j.L to trick the empty jump low, or if you get push blocked you can just Machine Gun them or throw more Fire Grenades.

Sorry for the enormous wall of text, I don’t know how to get the spoilers to work and whenever I start writing about something I’m interested about I can’t seem to stop haha. I can do a few more in-depth analysises like this for Thor, Arthur, Firebrand, Doctor Strange, Shuma and Frank West if you guys are interested, especially so Thor, Arthur and Firebrand since this is the team of the guy I play against the most and I’ve probably played against this team well over a thousand times. I can add more to the Wesker one too if I remember anything else that’s important.

I’ve been out of the loop for a while. The process of getting a house has taken up all of my time recently. How is everyone progressing with Chris so far?

Top 24 at East Coast Throwdown is pretty okay, right?

Work has prevented me from going to any fight nights or state tourneys in awhile but I feel like I’ve progressed a lot since we last played, Needle. Haha.

I’d say you’ve done much better than ok. Any link to a match you had? I pretty much had to work through most of ECT so I didn’t catch anything but top 4.

Much better than I can do at this point. Then again, I haven’t played any fighting games in over a month.

Hmm well I was on stream twice in pools, but not many people noticed since it was literally the exact same time as the Fooblat vs KaneBlueRiver exhibition.

11:01:30 - Winners Finals against Flocker

  • Since Flocker was unstoppable that weekend, I wasn’t really going to slow him down anytime soon. I do bad with three different teams and I’m helpless and way too hesitant against Zero/Vergil. Not recommended viewing.

11:39:10 - Losers Finals against Boog

  • Small backstory behind this one. I play Boog a lot since he’s from DE, and we’re always evenly matched. Last time I played him was at a Philly bar battles and we had to play each other twice with him winning both times. I was pretty determined to make sure I wouldn’t lose again. I got lucky falling out of some Wolvie/Vergil confirms, but I played a lot better here than against Flocker that’s for sure. P.S. Landmine assist is pretty good!

Not streamed but was discussed during my matches - I faced Ricky Ortiz second round and beat him 3-2 thanks to the classic pipe birthday on Wolvie/Akuma. Ricky apparently forfeited his losers match sometime afterwards, so for the rest of the weekend I was known as “that guy that made Ricky quit Marvel”. Kinda funny, but I was just happy to survive that match and move on.

i just picked up chris and he does well against spamming hawkeyes, strange’s and sentinels with magnum i usually dasy and do m otg gunshot followed by another magnum into lvl 3 (so muck pwnge)