That’s very true, but I thought I made that same point, really it’s just for the chip if it comes down to the wire, I mean at that point every bit counts right??
I do have an issue with Wesker, and Mag, but the other two, in my opinion are pretty decent to deal with. Keep in mind Chris’s grab (air and ground) is pretty good, with a good assist (or xfc), you can easily put massive hurt on these characters.
I’ve actually grabbed Magneto out of his fly/unfly mix up game. Needless to say that left a lot of salt in the mag player’s mouth lol. As he went to fly and hit H, I grabbed him out of it, and I’ve done this a few times, timing is tricky, but pay out is worth it. You get a combo that doesn’t do much damage, but the main thing is that you put magneto back on the ground, with a knock down. At that point you can do a few things, flame grenade to flame thrower for the chip (so long as he’s in the corner), or you can run away to catch your breathe. Or everyone’s favorite, jump shotgun, get push blocked then machine gun.
In my opinion, the only way for chris to stand ground against magneto is to knock him down and keep him out of the sky. And to learn how to block (but not push block) his fly/unfly mix up, because you want to stay as close to magneto as possible.
The key to Wolverine is to be careful of his dive kick. The one that causes you to stumble, he’ll go through the land mine but won’t get hit by it. Same with drill claw and the one move where he ends up behind you. The saving grace is that if you can read him you can react. If you know he’s going to do a dive kick, do flamethrower before he even does it, cause he’ll fall right into it.
If you know he’s going to end up behind you with that move, prepare to block then grab. Again, stay away from grenades and land mines against Wolverine.
IMO dante isn’t bad to fight, unless he’s a zoner. A lot of dantes I have fought aren’t exactly high level. They seem to always either jump up and either; grab, do the sword slam thingy, or guns. Pretty easy to deal with, so long as you don’t get hit. The moment you get hit, you might as well go use the restroom or smoke break, cause that combo he’s going to do is going to leave you there all day.
So, first time posting in these Chris forums and actually reading them. I run a Chris/Ammy/Dante team, from NorCal, and play with Starbase people.
Before, I say anything I’m going to mention bad-matchups vs hard matchups. Bad matchups are essentially where Chris will get raped once he is opened up, and hard matchups are ones with the likes of Trish where she doesn’t actually rape him but a lot of his gameplay won’t work on her, essentially you’ll have a stalemate with these matchups.
So in terms of bad match-ups it goes in this order:
C.Viper
Magneto + (Akuma/Sentinel/Lockdown Assist)
Wolverine + Sentinel Assist
Wesker + (Lockdown assist)
Skrull
Hard Matchups (In no particular order)
-Dormammu
-Trish
-Zero
-Akuma
-Small characters in general
But for now, I want to inform you on the C.Viper matchup.
C.Viper - This matchup is Chris’ absolute worst matchup. I’m sure not a lot of people here play/see a GOOD C.Viper on point who not only knows how to rushdown but utilize her overpowered seismo moves, which blows up Chris. If you thought Magneto’s disruptor is bad, seismos will:
- Hit Chris out of a lot of his startup frames for his moves
- Blow up any grenades/Mines
- Kill any get off me assist with the likes of Haggar and Tron
- Hit Chris out of jumping Pistol (So anti-zoning won’t work)
Here is the breakdown for this. You WILL think that you’d be able to keep Viper out with her rushdown, Viper with a good assist will blow up Chris much like Magneto rushdown with a good assist. Chris is way too slow to try and punish Viper after a lot of her moves, and even if she does something unsafe more than likely an assist such as Akuma assist or Taskmaster arrows will keep her safe. Then, comes the mindset where you think you will zone or mash on Tron/Haggar assist. Simply, it won’t work. The moment you call out Haggar/Tron, a good Viper player will rapid seismo the assist to death. Seismos can infinitely juggle ANY assist without hit stun deterioration, which a lot of people do not know about. Sure, you can try and save your assist with a desperate grenade launcher super or magnum, but two things:
- Viper can still hit you out of your Magnum startup with her seismos as she hits the assist, so trying to cover your assist is really hard
- A grenade launcher super can be neutralized with her Emergency Combination super which propels her forward with invincibility frames.
Also, in regards to the jumping pistol to keep you out, DO NOT DO IT. Everyone here knows that you lose your trip guard once you’re airborne and use the pistol. Once you lose your trip guard an assist such as Akuma tatsu can pick you up/Taskmaster arrows or Viper can tri-jump/dash in to get a free combo on you for punishment.
If you think super jumping away or super jumping and doing machine-gun/shotgun right before you land is good idea, C.Viper can get a free air-throw on you right as you land.
Essentially, this match-up is terrible for Chris because her tools out prioritize his tools, and you can only keep a good C.Viper out for so long in terms of rushdown (who btw I forgot to mention is secretly top-tier).
[media=youtube]GM8GeePNnMQ[/media]
This is the other Chris player “Cam” at Starbase who runs Chris/Zero/Dante and he was able to get to Grand Finals against Filipino Champ of this Starbase tourney by catching Chrisis’ team in a happy birthday with Zero.
I play against Chrisis’ Viper a lot at sessions, and any sort of team variation with Chris will get blown up regardless. Moral of the story: Seismos > All of Chris’ tools.
Uh pardon me, but did you mean to have bad matchups up there twice, or is that deliberate?
My bad, edited it to hard match ups.
Yeah C. Viper is a bit of a problem, I don’t seem to have an issue with Dorm though. Chris puts a lot of damage on Dorm.
Oh! On C. Viper, I try to bait the Emergency Combo. My general tactic is to jump away machine gun and ground machine gun. I don’t bother with anything else, occasionally I’ll shoot an air magnum (trying to get a free hit lol) to change the timing on her. So eventually they’ll get frustrated and annoyed and will randomly throw out the Emergency Combo (or super) by air dash/ground dash to whatever. And I’ll just block.
At this point, they’ll either; XFC or DHC, but a lot of times they won’t do anything and that’s a free combo.
Also, sometimes boulder punch (H) will sometimes beat out emergency combo, I practiced it in training mode, but it’s a bit scary to do. It seems like you have to whiff the first part, then hit with the second part. However, it’s not 100%, so you guys who want to try it should try it out in training mode first lol.
As an update, I haven’t had as much issue with wesker recently, if I’m fighting against wesker, I seem to rush a bit more, and wait until I can get a cr.M->H->f+H->XFC repeat to bnb.
That’s also my way of dealing with wolverine now lol.
Speaking of wolverine, as we know, dive kick, and mine will trade, but in wolverine’s favor. If you can time it right, you can set the land mine, and back dash! However, you have to be psychic to do it lol.
Also I’ve been baiting the dive kick, I’ll place a land mine, and the moment I hear “suck” I instantly XFC, wolverine eats the mine, and get a free combo, to death on wolverine
Dante, all you have to do is block, Chris’ cr. M will hit Dante after a blocked S, after that, free combo!
Hardest part, is to try to catch him or make a mistake.
Magneto, be careful when he has bar, I usually turtle a bit against Magneto, unless he has three bars, jump any weapon is bad business, because gravity cheese hits, and it hits hard.
A lot of times if I can read the mag player, I’ll let him do his fly/unfly H, while Chris is cornered, because if you time it right, you can jump up and air grab him. Or if you can read it right, push blocking the fly/unfly H will put him in flamethrower range for chip, but ONLY do that if you are sure you can kill him with chip.
Chris vs ghost rider literally makes me want to hang myself.
Yeah. Makes two of us. jS stops everything.
I think the only way to really counter him is to have an assist like taskmaster parabolic arrows because chris can literally do nothing to stop him. It feels like a 8-2 matchup it’s so bad.
Yeah, Ghost Rider is a bad one. And I love rising fang assist to fill the gaps in Chris’ space control, but j.S hits on the exact same motherfucking trajectory. Nobody hits rising fang as much as ghost rider. It’s maddening.
Either way, the best I’ve done against him involves just pushblocking him into the corner, finding ways to get fire grenades out (not the easiest thing in the world to do), and superjump machine gun. Ghost Rider’s blindspot is just like Chris’, and we can attack from up there. Getting some shotgun rushdown going from sj height is also something that can work.
Spencer is just a nightmare for me. With this match up, I feel like I’m just blocking until I get cracked open. I can’t seem to find a hole in his offense, especially with Doom’s Missiles or Hawkeye’s Arrows backing him up. He seems impossible to zone with his zip line not only giving him some great maneuverability, but also hitting on impact, leaving you in block stun with little time to deal with him flying towards you. If anyone has an easy time taking this guy down with Chris, please let me know in as much detail as you can. I literally had to stop playing and think for a while after I played a Spencer/Doom/Wesker team that nearly perfected me with Spencer a few times.
Vergil is also tough to deal with, although not nearly as much. His dash-up light attack can stuff so many moves that Chris has, and his round harvest teleport mix ups are not the easiest things to block, especially online. Sometimes it feels like the round harvest isn’t a block string, so when he teleports mid-way through, it crosses up immediately. Other than that, he’s pretty manageable, and I’m glad he has such low health.
If spencer ziplines in the air you can easily air grab him. Spencer cannot attack while zipping until he goes a certain distance. Once his zip ends he has very little recovery but while he zips he is vulnerable without an assist. If they zip to you full screen while they are on the ground they are at a disadvantage on block. Use a light attack to make them know this as soon as you are out of block. A super jump pistol (not magnum, down H) on the way up he can hit Spencer mid zip. On the way down chris’s machine gun covers a good portion of the lower screen.
You need and assist to back you up. If they have one to back them up then you need one too. Against hawkeye’s assist you need a more durable projectile to go through or shield you as you counter spencer. Against hidden missiles, grab spencer as he ziplines. Against Vergil you have to be cautious. I use a lot of air down H gunshots to try to bait out his his teleport. You can keep him out much more easily with an assist that hits behind you. With an assist that hits behind you, acknowledge his reach and his heavy teleport and you should be fine. His S (dive kick) and helm breaker (move where he comes down with sword) are unsafe without an assist. You must attack with a light to punish him though.
i dont usually start my Chris on point cause i suck at super jumping so i dont usually go for SJ guns i typically just keep a ground based game of chucking grenades and firing magnum and machine gun shots. plus XF lvl 2 on chris is good for chip as well.i need to work on my up close Chris game though; need to figure out what normals he has has the biggest priority cause seems like i always get beat by the opponents normals. any advice? Also Is it a good idea to use shotgun or flamethrower if someone is trying to jump in on you or is it better to anti-air with S?
I got jam session going for me, and it helps out a lot, but it isn’t enough to get Spencer off me. I’m gonna assume you’re talking about his horizontal zip line. In that case, you’re absolutely right, and I usually grab unprotected Spencer’s right out of the sky for doing that, but I rarely see Spencer’s using that anymore. it seems they’ve evolved to diagonal down zip lines, almost tri-dashing. they can even squeeze a light in before they land for a tricky overhead. Regardless, when Spencer is at mid range, he can either jump back and then “tri-dash” zip line, or just dash up and go low. It’s either I go for a crouching medium to stop the dash and eat the tri-dash, or I try to jump and air grab and he hits me on the way down from my jump while I’m recovering from my whiffed air H. the tricky part about this situation is that Spencer can combo even when the zip line hits me while I’m in the air, so even if I guess correctly and go for the air throw, the zip line beats it out at times. I use shotgun a lot in this match up, but it seems that it only reminds the Spencer player to super jump and zip line, where none of Chris’s guns can reach, and the fact that he can zip more then once allows him to avoid any mix up I have for him when I move away from the zip line and wait for him to land. Grenades are hard to use in this match up as well. Fire grenades don’t help too much since he’s always in the air, and land mine gets tripped by the tri-dash zip line every time. Also, the fact that he can get a full combo off of his horizontal zip grab is a nightmare. If It beats the start up of a gun or a grenade, Chris takes a lot of damage. I don’t want to get into some rant on why I feel Spencer is as good as he is, but this match up almost feels impossible. I feel like I only win off of their mistakes, but if they play well, I’m a sitting duck. His commands grabs are rough too, especially after restand with the zip grab.
I’m sorry if this was way too specific, but I just want to let everyone know what I’m seeing exactly in my encounters with Spencer.
Thanks a lot for the tips man, anymore would be appreciated.
I have some input here for some characters.
[LIST=1]
[*]IMO, Spider-Man has to be one of Chris’s toughest match-ups. Spider-Man’s web zipping is more effective than Spencer’s and it’s very fast and harder to punish. Combine this with the right assist and this match-up is a nightmare. Best way to deal with this is to keep moving, super jumping machinegun and have an assist that attacks vertically to knock Spider-Man off his aerial game.
[*]Super Skrull is a character that is really unpredictable and it’s best to play it safe by fighting him up close or far away. If playing from far away, plant a landmine. Chances are, Skrull will meteor smash into the landmine. Be prepared to block it and punish accordingly. If fighting up close, keep your blocks up and watch for the command grab.
[/LIST]
Wolv is still a problem for me, especially the really aggressive players who just don’t stop hitting buttons it’s almost impossible to get that character off you if they are playing him correctly. If they keep mixing up divekicks and bezerker slashes he can be a nightmare but once i can get him the fuck off me and mid to full screen I can zone him pretty well with my sentinal drones and once i get a flame grenade down.
Wolverine, jump back magnum. Also, because he is a serious rushdown character, lay down some land mines.
Chris vs Salt Fist = I want to shoot myself
Morrigan’s fireballs can cancel out one magnum shot and all of his machine gun shots.
My short time with Chris taught me to Magnum that bitch when she turns illusion, especially if her dumb ass didn’t make sure missiles or something was locking you down. Most Morrigans will try to shoot a fireball right after they turn illusion. It will hit her if she tries to move, then you can go straight into the magnum loop. I also had success using prone shot on her.
Dante’s assist will help the best, because you can’t fuck with her at super jump height at all… I would rather play Haggar vs. Morrigan over Chris vs. Morrigan.
If she dashes toward you, place a mine, shotgun or flamethrower (depending on the range she is in). If she dashes away from you, magnum her ass.
Other than that, once a Morrigan gets her momentum going, its stupid hard to get Chris out of the vortex of lies and salt fists. Super jump and machine gun, maybe you’ll stop her from shooting for a second…
Cr. M is probably your best friend. Low, nice priority and far. St. H also gets an honorable mention because it has nice range.
Anti-airs are super situational from the short time I played Chris. Flamethrower is good if someone is jumping at you. If you catch them with that, you can launch for a full combo. Shotgun is good IMO against airdashing. Airdash heavy Dante’s gets bopped by this. Can’t do anything afterwards but its super solid. Landmine is also really good for people that don’t empty jump. Think of it like Ryu’s DP in SF4. If DP’s trade for some reason, you are able to get an ultra off anyway (I think). If they hit you, and they land on mine, 9 times out 10, you can get a combo off to cripple or kill them.
S is probably the worst IMO, because so many things trade with it. Just not worth it. Might as well Flamethrower…
thanks for the advice. had a chat with GCyoshi and he told me basically the same stuff and gave me a lil insight into leveling up my chris. I still suck at SJing but i feel way more confident using him now. anyone know the timing the falling magnum shot after a flamethrower to S to SJ to S combo? also the magnum shot to dash up forward M gunshot OTG to magum combo that Needlecrash uses? for the lif eof me i still can’t seem to get those to work.