I’ve discovered some useful kara cancels for Chris. Hope this helps.
The Stun Baton move is his kara cancel starter - :f::h:
This kara increases all of his moves, and it’s specially useful for greatly increasing the range of Combination Punch. It’s even better than Thor’s kara cancel, and the motion would be:
:f::h::qcb::atk:
This start may lead to his Sweep Combo hyper if you make your way into Heavy Blow and cancel it inmediatly.
I’ve always been confused about this. Do you have to cancel before a hit to increase the range of the next move? Or can the move hit and the next move still have increase ranged?
Chris can not cancel early frames (although not noticable) of his dash into any move (unlike most other mobile characters), and since it already starts with an Forward input, you can add a little to not that noticable range on lobbing nades, but more importantly lays the land mine furthur away.
Still it is better th BACKDASH into throwing nades, and Forward Dash into nade adds more range for more unnoticable start up timing.
*Emphasizing unoticable because it is really not that much of a difference.
i’ve found an excellent use for the kara cancel involving the disappearing grenade glitch. after a snapback at the very corner if you immediately kara toss a grenade it will always disappear through the corner wall and not go off at all. this allows for some interesting mixups on the incoming character who are expecting a grenade explosion.
for example end a combo with a snapback at the very corner, immediately kara grenade toss through the corner wall, immediately neutral jump m to keep the opponent grounded land and throw them while they’re blocking expecting a grenade explosion.