Chris matchup thread

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)

You should check this one out https://www.youtube.com/watch?v=haywuwz0LCs&list=PL0_rI67TWeWzZX8P7Adc0aP8GCHMg9KQZ&index=15 on the section of handling zoners … how he uses prone shot to stop most of the vergil neutral game. I tried the other day at a tournament against a vergil player … he had to come in jumping forward…

Yeah, but I’m pretty sure Chris can’t punish a raw teleport when he auto stands from the cross up. A bigger issue with that however is the fact that you can’t do anything in prone besides shoot. Even if Vergil has to approach slower. he’s still closing the gap for free. I’ll have to test the teleport part but prone will only allow Vergil to gain free ground. It might be a slow approach but it’s still an issue. Full screen prone against most players/characters is a good idea in general though. Definitely catches people off guard and is a good way to score free damage. Regardless, I feel like prone is sort of a non-factor in that it doesn’t change much besides the fact that Vergil is now closer than before. You’ll eventually have to get up and play when he gets close enough so it really just puts you in a tough spot. I’m glad you used it in a tourney and got results though. That kind of intuitiveness is important.