"Give me a Sit-rep!" - Chris Redfield UMvC3 Thread

(Note as of 06/16/2012: Finally input the frame data, though there’s a catch in that it’s from MvC3 as per this GameFAQs “guide”. As such, the guns are showing slower start-up than they now have in UMvC3 and I still need to get the guide for that. Every other instance of frame, save maybe the mines, should be the same from MvC3, though, and thus accurate.)

(Ugh. It took a lot longer to do this than I had planned, especially on a sub-par computer. Apologies for the delay. Prominent special thanks to Karsticles for both the sanction and the idea.)

A Word:
I want to make this a one-stop spot for all inquiries regarding Chris. Please do not hesitate to suggest changes/additions or alert me to errors in the main thread or via private message. A brief overview of what is contained in each section:

The Basics: General character information, such as X-Factor and health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Chris’s normals, specials, or hypers useful in a variety of situation, read the “Discussion” portion of that move’s section.

Strategy: First, a general overview of what it means to play Chris Then, a breakdown of general methods of approach, zoning, creating resets, and X-Factor usage, etc. is provided. This section is purely with regard to Chris, and does not involve considerations of team functionality.

Team** Building****:** I have presented a general overview of what it means to make a team in Marvel vs. Capcom 3. This is followed by a section for each character in the game Chris can pair with, along with the various synergistic abilities between Chris and the given character.

Matchups: A specific section exists for each potential opponent in the game; within these sections I will try to list effective strategies against each character in the game, especially options Chris has to directly counter specific abilities each character has. Be sure to read the Legend so the information isn’t intelligible to you.

Gameplay and Combos: Here contains an archive of videos showing excellent Chris gameplay or concepts, and also a listing of combos possible with Chris. If you would like to contribute to this section, please be sure to read the rules for video submission.

Please do not hesitate to contribute! All assistance in making this guide as comprehensive as humanly possible is welcome; please do not hesitate to suggest changes as well.

Table of Contents:
The Basics – Overview, Table of Contents, General Information, Legend
The Basics, Page 2 – s.L, s.M, s.H, s.S
The Basics, Page 3 – c.L, c.M, c.H
The Basics, Page 4 – j.L, j.M, j.H, j.S
The Basics, Page 5 – Throws, Dashes, Low Pistol, Stun Rod, Flamethrower, Air Low Pistol
The Basics, Page 6 – Gun Fires: Shotgun, Machine Gun, Magnum
The Basics, Page 7 – Grenade Tosses: Land Mine, Explosive Grenade, Incendiary Grenade
The Basics, Page 8 – Combination Punches and their follow-ups
The Basics, Page 9 – Prone Position and its Caterpillar and Fire commands
The Basics, Page 10 – Snapback, Grenade Launcher, Sweep Combo, Satellite Laser, Assists

General Strategy

Team Building – Introduction and Legend
Team Building, Page 2 - Akuma, Amaterasu, Arthur, C. Viper, Captain America, Chun-li, Dante, Deadpool, Dormammu
Team Building, Page 3 - Dr. Doom, Dr. Strange, Felicia, Firebrand, Frank West, Ghost Rider, Haggar, Hawkeye
Team Building, Page 4 - Hsien-ko, Hulk, Iron Fist, Iron Man, Jill Valentine, M.O.D.O.K., Magneto, Morrigan
Team Building, Page 5 - Nemesis T-Type, Nova, Phoenix, Phoenix Wright, Rocket Raccoon, Ryu, Sentinel, She-Hulk
Team Building, Page 6 - Shuma-Gorath, Spencer, Spider-man, Storm, Strider Hiryu, Super-Skrull, Taskmaster, Thor
Team Building, Page 7 - Trish, Tron Bonne, Vergil, Viewtiful Joe, Wesker, Wolverine, X-23, Zero

Matchups – Introduction and Legend
Matchups, Page 2 – Akuma, Amaterasu, Arthur, C. Viper, Captain America, Chris, Chun-li, Dante, Deadpool, Dormammu
Matchups, Page 3 – Dr. Doom, Dr. Strange, Felicia, Firebrand, Frank West, Ghost Rider, Haggar, Hawkeye
Matchups, Page 4 – Hsien-ko, Hulk, Iron Fist, Iron Man, Jill Valentine, M.O.D.O.K., Magneto, Morrigan
Matchups, Page 5 – Nemesis T-Type, Nova, Phoenix, Phoenix Wright, Rocket Raccoon, Ryu, Sentinel, She-Hulk
Matchups, Page 6 – Shuma-Gorath, Spencer, Spider-man, Storm, Strider Hiryu, Super-Skrull, Taskmaster, Thor
Matchups, Page 7 – Trish, Tron Bonne, Vergil, Viewtiful Joe, Wesker, Wolverine, X-23, Zero

Gameplay and Combos
Gameplay and Combos, Page 2

Chris Redfield’s Changes from Vanilla

Special Thanks

General Character Information:
Vanilla Chris Thread: Boulder Punching 101
Chris Biography
Character Art
Chris Color 1
Chris Color 2
Chris Color 3
Chris Color 4
Chris Color 5
Chris Color 6

General Statistics:
Health: 1,100,000
Level 1 X-Factor Bonuses: 140% Damage, 105% Speed
Level 2 X-Factor Bonuses: 165% Damage, 110% Speed
Level 3 X-Factor Bonuses: 190% Damage, 115% Speed

Notation:
:l: - Light Attack
:m: - Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
(Air OK) - Performable While Airborne
(Air Only) - Only while Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
(OTG) - This Move Hits Prone Opponents
(Mid) - This Combo Requires A Mid-Screen Opponent
(Corner) - This Combo Requires A Cornered Opponent
(Assist) - This Combo Requires An Assist
(Reset) - This Combo Requires A Reset
(XF1) - X-Factor Level 1 Damage Levels
(XF2) - X-Factor Level 2 Damage Levels
(XF3) - X-Factor Level 3 Damage Levels
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
(XFC) - X-Factor Cancel
(DHC) - Delayed Hyper Cancel

Standing :l:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 48,000

Frame Data:
•Startup Frames: 6
•Active Frames: 3
•Recovery Frames: 11

•Frame Advantage on Hit: -1
•Frame Advantage on Block: -2

Discussion: Chris’s standing jab is rather mediocre. It’s not Thor-slow or abysmally-short like Viewtful Joe’s jab, but it is rather short for his physical size, at least given that he can’t crouch under a lot of things it looks he should be able to. It’s also definitely not a jab that’s as good or rapid or as useful for anti-airing like Deadpool’s and some other characters’. As such, if you’re using a jab for Chris at all, it’s likely to be his crouching one.

Standing :m:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 65,000

Frame Data:
•Startup Frames: 8
•Active Frames: 3
•Recovery Frames: 18

•Frame Advantage on Hit: -3
•Frame Advantage on Block: -4

Discussion: Chris’s standing medium is rather awkward pistol whip that doesn’t reach quite as far as it looks like it should. I think I’ve used it even less than his standing jab, which saying something. It’s still kind decent, but since it can’t come after or lead into crouching medium, you’re likely to be seldom using it if ever.

Standing :h:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 10
•Active Frames: 3
•Recovery Frames: 21

•Frame Advantage on Hit: -1
•Frame Advantage on Block: -2

Discussion: Easily Chris’s best standing normal. This stiff-looking, door-busting kick has more range than it looks like, even accounting for the fact that Chris steps forward doing it. It’s basically a staple of his combos considering how far it moves him forward, especially since it can cancel into Stun Baton or any of his specials or hypers.

Of his specials, it can only combo into his Combination Punches and his Land Mine. Of his hypers, it can combo into both of his Level 1s, but Grenade Launcher tends to be unreliable outside of the corner and if you’re not on point blank range. Again some smaller characters like Rocket Raccoon, Arthur & Viewtful Joe, even at point blank range you can only hit in the corner. There are also some characters like Firebrand who become shorter unfortunately with the way their frozen “hurtbox” is and thus get missed by Grenade Launcher while stuck to the ground–ironically, Amaterasu gets hit for the opposite reason in that her frozen hurtbox causes her to rear up and become “bigger” than her normal standing hurtbox.

Standing :s:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 9
•Active Frames: 4
•Recovery Frames: 27

•Frame Advantage on Hit: –
•Frame Advantage on Block: -9

Discussion: Despite its rather abysmal range and somewhat slow, unsafe recovery, this is probably Chris’s best bet at a ground-based, normal anti-air considering how it hits directly above and in front of him. It has decent enough priority to the point where you’re likely to trade with quite a few things and come off the victor due to Chris’s larger health pool. Often times, though, it’s better just to try put down a Land Mine and/or block if someone is repeatedly jumping all over you.

The Basics, Page 3
Crouching :l: (Low)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 45,000

Frame Data:
•Startup Frames: 6
•Active Frames: 3
•Recovery Frames: 13

•Frame Advantage on Hit: -3
•Frame Advantage on Block: -4

Discussion: Easily Chris’s quickest ground normal, while not as good as crouching medium, it has more range than his standing jab and thus more usefulness in starting punishment combos off of blocked moves when combined with its celerity and the fact that it hits low. It can’t be rapid fired like quite a few other crouching jabs can, though it is the key normal that allows Chris to combo off his air throws, at least into a full launcher outside of the corner unlike crouching heavy into Magnum or Combination Punch Heavy.

Crouching :m: (Low)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 8
•Active Frames: 3
•Recovery Frames: 18

•Frame Advantage on Hit: -3
•Frame Advantage on Block: -4

**Discussion: **Arguably Chris’s best ground, non-command normal or the one with most utility, at least before the Ultimate change to crouching heavy. It’s rather quick yet hits low in addition to being able to hit from about 40% of the non-zoomed out screen and to cancel into basically every other attack. This is what tends to make it his go-to starter—omitting any possible jumps in—in combos into standing heavy and his go-to poke up-close (though not point blank).

In addition to that, it can be used to set-off his Land Mine preemptively, though this does not extend to the other grenades.

Crouching :h: (Low) (OTG)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000 (27,000 when [push] blocked.)

Frame Data:
•Startup Frames: 17
•Active Frames: 2
•Recovery Frames: 19

•Frame Advantage on Hit: +2
•Frame Advantage on Block: +1

Discussion: Arguably the most awkward crouching heavy in the game after Iron Man’s, Chris’s crouching heavy is not a standard sweep—Chris doesn’t have one—but rather a gunshot to the lower body. Despite being a projectile, it does need to be blocked low. Despite being a normal, it also can do chip damage and acts more like a command normal in that, until Ultimate, you couldn’t cancel anything out of it beyond THCs; the most you would get with it before Ultimate was linking into crouching jab to start a combo after an air-throw.

With the changes *Ultimate *brought, though, it can now be canceled into any of his specials. While this is a marked improvement from vanilla, it still can’t be used to combo into much outside of the corners, at least when not OTGing and relatively close. In fact, it actually makes Magnum whiff on quite a few standing characters if crouching heavy hits first, so try not to cancel into Magnum with it if you’re not OTGing.

The Basics, Chapter 4
Aerial :l: (High)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 50,000 + 37,500 on secondary jab.

Frame Data (for first hit only):
•Startup Frames: 5
•Active Frames: 5
•Recovery Frames: 19

•Frame Advantage on Hit: N/A (not very much, though; it’s probably negative)
•Frame Advantage on Block: N/A (even less than the above)

Discussion: Chris’s flying elbow has the worst range of any of his specials, but it has surprisingly decent priority. In my experience, it’s beat out quite a few things that it seems like it shouldn’t be able to, including some things from Wesker. Unfortunately, its stun time is even abysmally shorter than its range, so even if you beat things out, you’re still quite unlikely to be able to combo from this unless you did the second air jab **extremely **deep/low to the ground. As such, when combined with its awkward angle and range, you’ll probably never really end up using it.

Aerial :m: (High)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 70,000 + 56,000 on secondary hit.

Frame Data:
•Startup Frames: 8
•Active Frames: 3
•Recovery Frames: 27

Discussion: Chris decides to boot people in the face with his sneakers while he’s in the air, once with each leg if you press :m: twice. This has the most range of his aerials normals and has enough stun time that you can go straight into crouching medium or even standing heavy if you start it near where Chris’s standing head height on the ground would be. As such, it’s your best aerial physical poke…not that you should be going into the air often to physically poke people with Chris.

Aerial :h: (High)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000

Frame Data:
•Startup Frames: 10
•Active Frames: 3
•Recovery Frames: 26

Discussion: Chris’s aerial knife swipe isn’t as nice as the grounded variant that makes up crouching :m:. It comes a bit too high and has slightly less range than his aerial medium for it to be a better jump-in or even air-to-air than that move. As such, it’s mostly reserved for being used after launcher in combos and little else.

Aerial :s: (High)

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 85,000

Frame Data:
•Startup Frames: 11
•Active Frames: 3
•Recovery Frames: 32

Discussion: Chris axe-handles towards the ground, slamming the opponent into the floor if you’ve launched them beforehand. It has rather short range, but quite nice priority and damage alongside no additional scaling, so it’s the ideal jump in for a punish if you see someone egregiously screw up. It can also even cross-up unlike Chris’s other air normals, but it seems rather character dependent, only really working on wider characters/hitboxes, meaning that even then it often works on those characters only when they’re crouching.

The Basics, Page 5
Throw (Air OK) - :b:/:f: + :h: while close

Details

Spoiler

Hits: 1 for grounded throw; 2 for aerial throw.
Damage: 80,000 for ground variants; 40,000 + 40,000 for aerial variants.

Discussion: Chris snaps the opponent’s neck (or whatever qualifies as one for Shuma) for his grounded throw, letting their would-be corpses fall limply to the ground in either direction. If his opponent happens to be in the air, trying to escape this fate, he will gladly grab his opponent and stomp that being into the ground hard enough to create a crater.

Have I taken the time to mention that Mr. Redfield is actually a rather nice guy?

Regardless, despite his throws leaving his opponent right next to him and readily OTG able, they possess an unfortunate bit of irony. When it comes to actually comboing off his throws, the Master of OTGing can have quite a bit of trouble doing so, even with the changes to his crouching heavy in *Ultimate *and even, sometimes especially, in the corner.

Due to the angle that his crouching heavy shoots at, it will all too often shoot over enemies that you air throw, especially if the corner pushes them towards you. The smaller the character is, the more often this happens and vice versa. To further complicate things, it seems to vary at least a bit on how high you air threw said character as well.

Additionally, while this problem is a lot less common with the ground throw (if it happens at all), the crouching heavy pops them up **just **enough yet stuns them slightly too little for crouching light to look like it’s going to connect, but then whiff as they flip out when not in the corner. It’s rather grating, even if you can call an assist to combo off of or now can immediately cancel & combo into ground Magnum or Combination Punch Heavy from crouching heavy.

Ground Dash - :b:/:f: + :atk::atk: or :b::b:/:f::f:

Details

Spoiler

**Discussion: **Chris’s dash is, like his standing jab, quite mediocre, even when wavedashing. He can at least attack out of it now. There’s really not much else to say about it at present.

Command Normals:
Low Shot (OTG) - :f: + :m:

Details

[details=Spoiler]
Attack Data:
•Hits: 1
•Damage: 90,000 (27,000 when [push] blocked)

Frame Data:
•Startup Frames: 15
•Active Frames: 4
•Recovery Frames: 22

•Frame Advantage on Hit: -3
•Frame Advantage on Block: -4

Verbal Cue**:** Random.

Discussion: Honestly, even with the ability to empty cancel this in Ultimate, I tend to still only use this to kill off an OTG if I’m too far away for some reason to be able to combo off a jump-in, ground-bounce Magnum into Stun Rod. The only difference is that now I can directly cancel into Incendiary Grenade instead of having to wait a bit to do it after I off someone.

This isn’t to say that Low Pistol is utterly useless since empty canceling allows it you at least potentially save your ass now when someone not in an OTG state inevitably jumps over it. So you can at least get a Land Mine off (even if you were trying for Shotgun) now. I am also not trying to denigrate it by basically saying that it’s only useful in combos—pretty much all of Chris’s ground-based command normals are like that, unfortunately; at least before the 1.01 patch changed Flamethrower.

The thing is, though, that empty canceling did little else to fix its chief problem, which is its angle. Much like crouching heavy, it has problems OTGing within a certain range, whether it being the extreme full-screen (since this “only” goes about 75% of the screen, to be greedy about it) or because of the **huge **up-close gap it has. If crouching heavy has gap problems after an air-throw at times, it should be obvious why what’s essentially a standing version of it has an even worse of time of it.

For all those issues, though, it does succeed at its purpose of doing what it was meant to do: letting you be able to OTG for at least a bit more damage from (much) farther away than you would normally be able to. Let’s just not pretend that it will get used for more than that beyond, maybe, chipping someone to death with it who is expecting a more standard verbal cue from his specials or for Chris to jump and shoot at them.[/details]

Stun Rod - :f: + :h:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000 (27,000 when [push] blocked)

Frame Data:
•Startup Frames: 15
•Active Frames: 3
•Recovery Frames: 25

•Frame Advantage on Hit: -5
•Frame Advantage on Block: -6

**Verbal Cues: **“Take it!”

Discussion: At present, I’ve only used this as a combo-extender, though, unlike Low Pistol, it’s a pretty vital one. As such, it often comes on the heels (pun not intended) of crouching medium into standing heavy since Stun Rod can be followed by :s: and moves Chris a tremendous amount forward to make up for his :s:’s crap range. In fact, Chris steps so far forward before he even swings the thing that you can realistically hit most characters standing at neutral with this from half a (standard) screen away.

However, using this as a poke on anything other than to cover yourself or chip someone to death with something they can’t jump isn’t really recommended. Even though it comes out with a decent speed, Chris has a quite a bit of time before he even swings the thing and as such he can easily be hit if you’re doing it in a vacuum. That said, if you’re willing to take the risk, it also makes a decent anti-air; Land Mine has a safer and more-damaging pay-off using the same concept if you have set-up time, though.

Flamethrower - :b: + :h:, hold :h: for more hits

Note: Discussion section partly irrelevant presently due to the 1.01 patch changed that allows Chris to now empty cancel his Flamethrower with specials and cancel it with :s: or snapback on contact in addition to hyper cancels that it could do before.

Details

Spoiler

Attack Data:
•Hits: 9 max when not held; 25 max when held.
•Damage: 110,000 max when not held; 171,200 max when held. (5,400 per hit when [push] blocked)

Frame Data:
•Startup Frames: 20
•Active Frames: 17 (this must be if don’t hold the button)
•Recovery Frames: 22 (thankfully you can cancel this now)

•Frame Advantage on Hit: 0
•Frame Advantage on Block: -1

Verbal Cues: “Eat it!”

Discussion: Ah, the Flamethrower. This would be Chris’s go-to command normal and easily my favorite of them all if it were angled better…and didn’t utterly die to push blockers…and it couldn’t be crouched by so many—way too many short characters in this game—characters…and you could call assists during it like Hidden Missiles. Yeah….

That said, like Chris’s Low Pistol, it does serve **a **purpose as long you don’t whip it out at random just because you can, though probably not **the **purpose it was put in for. It was obviously meant to serve as Chris’s chief anti-air and it **is **good against some characters, like Doom, who rely heavily on air dashing down forward or dashing in to get in (especially with the *Ultimate *change that disabled blocking during air dashes); the same obviously goes for players who do this too much even if it’s not in their character’s best interest (even before getting burned up comes into the equation).

The thing is, though, that far too many characters with air-dashes like Nova or Morrigan (or even with out, i.e. Wesker) can just whoosh over it with a high enough forward dash (or teleport) and kick you in the head anyway, especially since it has noticeable recovery that you can’t cancel out of (without a super, which usually won’t save you).

Also, as mentioned at the beginning, that same recovery often gets you killed on pushblock since you go flying away. At least, that’s the case if you’re holding down :h: for more power, which there is no reason not to due the absurd amount of chip this does; for those who can’t do simple math, if someone refuses to pushblock this, they end up taking **135,000 **damage from all 25 hits. So if you’re facing someone who doesn’t pushblock (often) or you have an Incendiary Grenade or two out, abuse that fact maliciously. They’ll likely eventually push block you, though, at least after they lose one character to it; I should mention here that Flamethrower eats up assists if the point character gets in the way—it could easily drain 90% of an assist’s health, at least in vanilla, though I doubt it’s changed.

Besides burning people up through sheer convection, though, more actively, Flamethrower still serves as an excellent combo extender for all its problem. It was and still remains the easiest, most damaging way to end combos that are canceled into Sweep Combo; just make sure that you cancel it right before the end—to make it easier, you should perhaps initialize Sweep Combo with :l: + :m: while still holding :h:. It also still builds a decent amount of meter and does a decent amount of damage tacked on to the end of the combos even if you don’t want use up a bar or two.

Flamethrower also has a bit of a place as anti-beam defense, though it’s rather sluggish to the point where you have to anticipate it and/or they have to be utterly predictable and you’re likely better off either using Prone Position or jumping over the beam and firing with something like j. :d: + :h: if that’s the case.

Finally, if paired with an anti-air assist, this is arguably the go-to option (after tossing an Incendiary Grenade) to use against incoming characters who lack an air dash. Quite a few of those characters tend to be ones who have to get close to Chris to do real damage and as such, Flamethrower (backed by an Incendiary or two) and an anti-air assist gives them the limited options of taking the hit, blocking and still taking massive amounts of chip from Flamethrower or push blocking and sending you flying away while still taking absurd chip from Incendiary Grenade. It’s a win/win/win situation, set up by Xanatos himself.

Air Low Shot (Air Only) – :d: + :h:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000 (27,000 when [push] blocked)

Frame Data:
•Startup Frames: 15
•Active Frames: –
•Recovery Frames: Until he hits the ground.

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Verbal Cues: Random.

Discussion: Despite how much you’ll be using this (and you’ll want to use it even more now that you can cancel it into aerial guns), you’re going to want to resist this temptation.

It’s an excellent “poke”, Chris’s best, that basically goes almost full-screen if you do it from the apex of your normal jump and obviously goes full-screen if you’re at super-jump height. At super jump height, canceling this into Machine Gun or Magnum in *Ultimate *is a great way to apply pressure, especially when backed by a horizontal assist to cover ground space; at normal jump height, however, even with the speed-up to his gun specials, Chris cannot cancel this into any special and have its shots come out before he hits the ground.

However, and I cannot overstate this, do not get predictable and overly obvious with this, even with the normal jump version. If this remains uncanceled, then Chris remains vulnerable until he hits the ground.

That fact combined with his general aerial mobile is just asking for someone (read: Wesker) to dash under you in your huge gap (since, again, it’s like crouching heavy and :f: + :m: in those respects) so they can invite you to a game of death. And, as awesome as Chris is and as a yellow a costume as he has now, he’s not Bruce Lee.

Scare-mongering—do I frighten you?—aside, you should still use it often. Just **think **before you throw it out so you can use it well. If there’s some immobile jackass across the screen from you (read: Sentinel) and you have an assist to keep him grounded or at least cover your mistakes, then there’s no reason not to abuse it, especially if the other person lets you.

The Basics, Page 6

Specials: Projectile Specials: Why Don’t You Just Shoot ‘Em?:

Gun Fire Light: Shotgun (Air OK - OTG) - :qcf: + :l:

Details

Spoiler

Attack Data:
•Hits: 10 max when “point blank”; frequently between 7 or 8, though can go as lower, usually in jumping versions.
•Damage: 129,900 max. (60,000 max when [push] blocked on the ground, usually 48,000 on the ground and about 12,000-18,000 when [push] blocked from the air)

Frame Data:
•Startup Frames: 25 (Faster than this now)
•Active Frames: –
•Recovery Frames: 30

•Frame Advantage on Hit: +7
•Frame Advantage on Block: +6

Verbal Cues: Random

Discussion: Even before we get into talking about Shotgun’s variable power, I’ll declare this: Shotgun **isn’t **a damaging (read: combo-enabling) tool, it is a zoning tool. Despite Shotgun’s huge range and ridiculous stun time, it scales horribly and thus is pretty much only “worth” comboing into itself again if you’re not close enough to set-up a knockdown (for minimal damage). It also doesn’t “really” OTG—it hits people on the ground, but it pretty much immediately forces them to roll because they’re getting “ground-bounced” multiple times simultaneously (I’d imagine).

Additionally, it should be noted that, like all of Chris’s gun-based moves (sans his standing medium), the gun itself does not hit. Between this and an obvious blind spot beneath the gun’s barrel that can still be ducked when close—most easy to notice versus pesky woodland creatures—enough, it is something that will get you hurt if you happen to do it at close-range, especially without cover. So try not to (obviously).

A bit of clarification is perhaps needed here because of the damage listing. When I said “point blank”, I meant at the end of the boomstick’s barrel where hurty-pain shoots out.

However, when not used for trying solely to damage, that same huge range (which was increased in Ultimate) and stun time make it well worth using from a distance to preemptively anti-air people or keep them grounded. With regards to the latter, if you want to keep them grounded defensively, then use it on the ground; if you want to keep them grounded while mounting a closer offensive, use it while jumping or, better yet, tiger-knee it.

(Another point of clarification since I suppose I shouldn’t assume “tiger-knee” is well-known enough by everyone given the original motion for Sagat’s has become much more lenient over time. To tiger knee an aerial special, you generally do motion for the Air OK special, in this case :qcf:, and then immediately input the direct you want to jump in addition to the button for the normal input, in this case :l:. Thankfully, even if you are one of the people who generally hasn’t had to do this for video games you’ve played before and want to at least give Chris a try, then Chris’s “ideal” tigerknee is rather easy: :qcf::uf: + :l:; :qcf::u: + :l: or even :qcf::ub: + :l: aren’t really difficult, though, especially with a bit of practice and the degree of leniency in UMvC3. Also, you don’t **have **to tigerknee Shotgun. It’s just safer and more assured that the shotgun blast will come out, which due to the slight *Ultimate *speed up, is easy to do at the apex of his normal jump now.)

*That *said, shotgun is kinda slow to come out, so like most zoning tools, think before you use it. It’s pretty useless at super jump height since the shells still don’t go far enough—if they spread all the way down to the ground from that height, though, Chris would easily be broken. Still, used sparsely enough, falling super jump height shotguns can save your bacon or just generally catch people off guard, especially since if they were jumping at you, shotgun will cause them to roll and they’ll often roll backward & away since people instinctively try to block after being (randomly) hit.

Gun Fire Medium: Machine Gun (Air OK - OTG) - :qcf: + :m:

Details

Spoiler

Attack Data:
•Hits: 8
•Damage: 125,000 (6,600 x 8 when [push] blocked)

Frame Data:
•Startup Frames: 25 (Faster than this now?)
•Active Frames: 13
•Recovery Frames: 22

•Frame Advantage on Hit: +1
•Frame Advantage on Block: 0

Verbal Cues: “Open fire!”

Discussion: Machine Gun, by comparison, is far more straightforward than Shotgun. It is the only one of Chris’s three gun specials that can’t really be ducked, even by those wretched, meddling kids and their dog. Its damage is much more stable. It even shoots directly forward (or 45 degrees forward and downward when in the air).

It is perhaps because of that the Machine Gun, ultimately, comes off as a bit mediocre. In combination with Air Pistol being cancellable, it has become even better at mounting pressure from the air. However, that’s all it can really do: mount defensive pressure. This isn’t really something to scoff at, especially since it can’t really be ducked and damage is damage. It’s just that, unlike even Shotgun with its utterly scaled damage, Machine Gun doesn’t lead into anything else.

If you’re comboing off it on the ground, then you’re ending the combo 99.99% of the time. If you’re trying to start combos off it, then you’re likely to get punched in the face (in real life, by me—I will find you). And continuing combos off the ground with it now seem to needlessly stringent in timing to the point where you’re just better off using Magnum to OTG since Sweep Combo will OTG itself now anyway, so you don’t have to worry about preserving a ground-bounce anymore for that super.

Still, remember you have it. More ways to hurt people never hurt anyone…that you cared about.

Since it occurred to me midway through Machine Gun before my computer started acting up yet again, I might as well make note of this. Since Machine Gun’s projectiles are eight individual projectiles, they have somewhat low durability. However, much like Deadpool’s projectiles or Amaterasu’s Cold Star, they will mostly cancel themselves–if not entirely canceling themselves–out when it comes to projectile reflectors. So that’s one advantage it has over Magnum.

Gun Fire Heavy: Magnum (Wallbounce) (Air OK – OTG, Groundbounce) - :qcf: + :h:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 150,000 (45,000 when [push] blocked)

Frame Data:
•Startup Frames: 22 (Faster than this now)
•Active Frames: –
•Recovery Frames: 34

•Frame Advantage on Hit: –
•Frame Advantage on Block: -12

Verbal Cues: “Eat lead!”

Discussion: Ah, the Magnum. The vaunted, classic boss-and-everything-else-killing weapon of the Resident Evil series. In those games, you rightly got precious little in the way of ammo for it (without “cheating”), often around six or so bullets only. In this game, you rightly get…infinite ammo.

Please resist the urge to go nuts with this because of that. No, seriously. Resist the urge to go nuts with this.

This is move is a huge part of the reason why Chris is both dangerous as a zoner—this shot moves extremely quickly, blows through most other normal projectiles easily **and **wallbounces—and an as an up-close combatant; the aerial version does the above, except replace “wallbounces” with “groundbounces”. It was why I was initially surprised, despite the speed boost that a lot of Chris’s moves from vanilla needed, that Magnum also got sped up **and **was allowed to cancellable from (OTG) crouching heavy. This thing dishes out pain that leads to more pain that leads, usually, to the end of that pain. Forever. (Or until someone uses a continue.)

That said, this move does have at least a few flaws, which is why you shouldn’t be brainless with it; not being utterly predictable is also a factor.

Magnum’s largest flaw is that it’s crouchable by most characters; shorter characters—of which, again, there are way too many—can even just stand under it, especially if they’re not actively moving/raising their “hurtbox”. It thankfully starts and recovers rather quickly, but due to the gun itself not hitting, you’re not going to be comboing most crouching or shorter characters with this on the ground. Hell, even something that causes the character to hunch forward a bit, like Low Pistol, can make Magnum outright miss even if that character is standing and “average person”-sized like, say, Vergil.

Similarly, like Air Low Pistol, its path is utterly straightforward except that, unlike Machine Gun, it doesn’t have multiple shots that spread as you fall. This only really matters at super jump height, but it’s still important.

Finally, and this is a pretty much a niche thing but it still needs to noted, since it is an individual, non-beam projectile (despite how fast it travels), it **is **able to be reflected back at you via projectile reflectors. Given its power, it’s easily the harshest thing in the game that you can have reflected back at you, especially since it wallbounces you (and any assist) even when reflected. Thankfully, only three characters—Doctor Strange’s projectile counter does not reflect projectiles, it eliminates them before beaming you—still have this ability: Taskmaster (who is already a pain in the ass), Amaterasu (ditto) and…poor Hsien-ko (lol, at she gets to be the best at something).

Ironically, of the three of them, Hsien-ko’s the most problematic since Henkyo Ki sticks around while she can move. However, given how sluggishly she moves and how you can easily set-up on her otherwise, you should just be using Grenades against the rare Hsien-ko user instead. Against Amaterasu, you shouldn’t be using Magnum to try to zone her due small size anyway. And as for Taskmaster, he is best dealt with either while you’re in the air and he’s on the ground or you’re in Prone Position if you’re both on the ground.

The Basics, Page 7

Specials: Non-Standard Projectile Specials: Out with a Bang:

Note: All of Chris’s grenades go off automatically when you hit him. Similarly, all of Chris’s grenades can be set off before they would normally detonate by shooting them with cr. :h:, :f: + :m:, j. :d: + :h:, Prone Position’s :h: or :qcf: + :atk: or detonating them with each other. Hypers, oddly, do not set them off preemptively.

Grenade Toss Light: Land Mine - :dp: + :l:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 130,000 (39,000 when [push] blocked)

Frame Data:
•Startup Frames: 17
•Active Frames: –
•Recovery Frames: 28

•Frame Advantage on Hit: –
•Frame Advantage on Block: -7

Verbal Cues: “Suck it!”

Discussion: I have to admit, until half-way through vanilla, I never really used this move. What a fool I was. Chris’s Land Mine is awesome, especially now that it’s been sped up to point where you can actually recover to defend against things without needing to be utterly psychic in its use and placement. I’d argue that its his third best special, especially with the nerf to Combination Punch Heavy.

Allow me to convince you of this.

First and foremost, it should be mentioned that you can only have **one **of these out at at time. Try for two and you’ll just get a Shotgun blast. You can put one out as soon as the other explodes, though.

Secondly, speaking of Shotgun, like Shotgun, the Land Mine is a rather traditional zoning tool in that it’s a disjointed hitbox that hits you as soon as its properties are active, in this case the deploying of the mine itself, which will cause an explosion if touched. Also like Shotgun, it is arguably more of a traditional zoning tool than a tool to apply damage outright, especially since it has no range unlike Shotgun–the range of its explosive is deceptive though, being arguably up to the twice the size of the on-screen fire plume.

Next, more importantly when comes to not being like Shotgun, it doesn’t scale nearly as horribly. If you end up starting a combo with this or putting this in before cancelling into a hyper right as the land mine is put down, you will end up boosting your damage by quite a bit. In some cases, if you start off your combo with it, they can (more) easily turn into touch of deaths on quite a few characters.

Did I mention that you can get these touch of deaths off trades, even against jump-ins, as long as the person hitting you is low enough to the ground that they land/touch the explosion? No? Well, you can.

Finally, Land Mine is the only “grenade” that can be preemptively detonated with both cr. :l: & cr. :m:’s knife slash as well. It’s…interesting, especially since unlike Viewtful Joe’s Shocking Pink, the explosion doesn’t damage Chris; otherwise, the land mine will explode after 3 real-life seconds.

Due to all this, Land Mine will often be your choice of anti-air certain characters who flail about in the air all over you, like Zero or Dante. Who needs to “beat” Zero’s unbeatable wall of beam-based priority when you can just block, have him spontaneously combust and then kill him at your leisure?

An interesting note that I realized at least a couple of months ago during vanilla since it’s something that’s carried over into Ultimate: If you put down a Land Mine and then tag Chris out, it will immediately explode.

Grenade Toss Medium: Explosive Grenade (OTG) - :dp: + :m:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 150,000 (45,000 when [push] blocked)

Frame Data:
•Startup Frames: 20
•Active Frames: –
•Recovery Frames: 25

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Verbal Cues: “Suck on this!”

Discussion: To be very honest, I pretty much **never **use this. It doesn’t hit until it explodes and there’s really no reason to given that Incendiary Grenade also has an explosion and, far more importantly, a pool of flame to go with it. Even if it does less outright damage than the Explosive Grenade, Incendiary Grenade is leagues better to the point where Explosive Grenade is pretty much universally confined to enable some combos that Incendiary Grenade’s flames would otherwise interfere with; I tend not to use those combos at present, just because I forget this exists at all, probably because of my love for Incendiary Grenade. Although, it also maybe because of that audio cue….

…However, there **is **one interesting thing of note. It’s something I only noticed when doing all this testing on December 13th, 2011. Explosive Grenade seems differ from Incendiary Grenade in its explosion in that it pushes heavily in the direction it explodes from. From behind it pushes the character about a character space forward and from the front obviously vice versa. The behind thing would be rather interesting…if it weren’t utterly negated by push block. I imagine that’s part of what they were going for with explosive grenade, but it’s hardly useful as it is unfortunately.

On that same day, I decided to test it when tagging out like Land Mine. Like Incendiary Grenade, it doesn’t explode as soon as you leave. Hmmm….

Oh, and not that it really matters, but you can only ever have two of these out at the same time, though that’s arguably more because of the recovery and the travel time than a hard set limit. Also, like the Land Mine, it naturally explodes after 3 real-life seconds.

Grenade Toss Heavy: Incendiary Grenade (OTG) - :dp: + :h:

Details

Spoiler

Attack Data:
•Hits: 1 (explosion) + 5 (individual flame pool)
•Damage: 130,000 (explosion) + 55,100 (five hits of flame pool) (39,500 + 4,500 x 5 when blocked; 39,000 x 6 when push blocked)

Frame Data:
•Startup Frames: 25
•Active Frames: –
•Recovery Frames: 26

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Verbal Cues: “Fire in the hole!”

Discussion: Oh, Incendiary Grenade…. Arguably **the **reason to play Chris besides slamming people into walls with gunshots and beating up boulders. I’ll get straight to its many merits considering how long I’ve been talking as it is.

First and foremost, like Explosive Grenade, Incendiary Grenade does not hit until it explodes. Otherwise, Chris would probably be broken or at least overpowered in a braindead way.

Secondly, let’s get into what Incendiary Grenade is beyond the initial explosion. It’s basically Dormammu’s flame carpet in an exploding can. Dormammu’s **vanilla **flame carpet that doesn’t go away if you hit the user. Please think about that for a bit.

Next, related to this, you can “only” ever have two out canisters out at time, though otherwise it would probably be broken; again this relates more to recovery and explosion time than a hard and fast limit. It takes slightly longer than 3 real-life seconds—let’s say “3.5 seconds” even though that’s kinda meaningless—for the canisters to naturally explode. The flame pools, on the other hand, you can have up to three on-screen at a time since flame pools last about 4 real-life seconds.

Lastly**, did I manage yet that flame pools can infinitely loop into each other? To the point that you can basically force someone to push block you, taking 39,000 damage per push block, since you would otherwise keep them in infinite blockstun and chip them to death in pools of flame? No? Well, you can.**

With all those properties and all the ways to set Incendiary Grenades off, they would be broken if they didn’t have a few downsides. They travel about half of the screen before exploding normally, which means they spend all that time not being active as well as taking a bit to come out still even with the speed up. For that range, they also of course scale a lot more heavily than Land Mine due to the nature of the flame pools.

Speaking of which, those same flame pools are somewhat iffy at times when it comes to “properly” juggling people even with Ultimate’s increased pop-up that at times people will still pop-out after the initial explosion and then a single hit of flames. This tends not happen in the corner or if they’re towards the center of the pool, though. Similarly, in the corner, there is a bit of a problem with flame pools potential interfering with launch combos since slamming them down into the active pool often still causes the same “pop-out”, if only because of HSD.

Finally, speaking of iffiness, the flame pool will still visually exist for a while even after its hits have been drained by something other than hitting a person. This is most easily noticeable when throwing it into the paths of beams or having Akuma’s dirty feet plow through it when he’s Tatsuing.

Still, even for those flaws, Incendiary Grenades are rather BS. Every good character in Marvel has BS, though, and this is Chris’s. So embrace it and abuse it maliciously. There’s been times where I’ve let myself be intentionally hit with a couple of these out just to kill off assist characters (as long as it’s against a character I’m sure either can’t kill Chris or is going to have to block the flames as well).

It’s well worth noting Incendiary Grenades, unlike Land Mine or Explosive Grenade, doesn’t explode by itself if you tag Chris out. It explodes normally, still, though, as long as you don’t let it go to far off-screen.

(Speaking of which, **do not toss an Incendiary Grenade when Chris is physically touching the corner while waiting for a character to come off screen. **It will come out, but it will glitch-tumble around off the stage, making a raucous before it mercifully explodes ineffectually.)

Towards the corner at least, though, you can still control the explosion between tossing an Incendiary Grenade, laying a Land Mine and then tagging out.

The Basics, Page 8

Specials: Physical Specials: Boulder Punching 201:

Combination Punch Light – :qcb: + :l:

Details

Spoiler

Attack Data:
•Hits: 2
•Damage: 104,000: 50,000 + 54,000 (15,000 + 18,000 when [push] blocked)

Frame Data:
•Startup Frames: 10
•Active Frames: 2 (15) 3
•Recovery Frames: 21

•Frame Advantage on Hit: -1
•Frame Advantage on Block: -2

Verbal Cues: “One! Two!”

Discussion: I’ll be honest here: there’s probably little reason to use any Combination Punch besides the Heavy one. This one will typically will be push blocked out of range after first punch because it has the least starting range of all of them.

However, after :l: is pushed at the towards the end of Combination Punch Light, it leads to….

Body Blow – :l: during Combination Punch Light

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 40,400 (15,000 when [push] blocked)

Frame Data:
•Startup Frames: 12
•Active Frames: 3
•Recovery Frames: 26

•Frame Advantage on Hit: -3
•Frame Advantage on Block: -4

Verbal Cues: “Body Check!”

Discussion: …A move that seems obviously safe on block even without any frame data in front of me. As such, it’s arguably a better choice then trying to cover your gaps after s. :h: or :f: + :h: with Land Mine, which has a gap that you can at least be thrown out of. Not sure if Combination Punch Light can be throw, though, if I continue being honest–it likely can’t.

Regardless, pushing :m: towards the end of this move leads to….

Heavy Blow - :m: during Body Blow

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 36,400 (15,000 when blocked)

Frame Data:
•Startup Frames: 13
•Active Frames: 3
•Recovery Frames: 30

•Frame Advantage on Hit: -5
•Frame Advantage on Block: -6

Verbal Cue: “Here’s another!”

Discussion: …The only special move that Chris has that can keep an opponent standing/grounded to hit them with all hits of Grenade Launcher; Shotgun maybe can, at least as a jump in, but it scales so horribly that it really isn’t worth it.

Although this too probably isn’t worth and the timing for it seems at least slightly more strigent than vanilla, considering how strigently you have to press :h: to do a less damage or otherwise leave yourself open (because, again, I don’t really need frame data to see that Heavy Blow is a lot less safe than Body Blow on block), it’s the better option.

Still, pressing :h: almost immediately after you press :m: for Body Blow, leads to this….

Payoff (Wallbounce) - :h: during (really, right before) Heavy Blow

Details

Spoiler

Attack Data:
•Hits: 3
•Damage: 16,400 + 17,000 + 42,000 (7,500 + 9,000 + 24,000 when blocked)

Frame Data:
•Startup Frames: 15
•Active Frames: 3 (18) 3 (17) 4
•Recovery Frames: 21

•Frame Advantage on Hit: –
•Frame Advantage on Block: -3

Verbal Cues: “Eat this! You’re finished!”

Discussion: …This…series of three punches that does three hits and wallbounces, but is hard as hell to time and doesn’t really work on people in the air, if only because Combination Punch Light doesn’t really work on people in the air, so they’ll probably have flipped out before you get to this point. It might have…some use.

Hell if I know what it is at present, though. I hardly get it to come out when I want to unless I mash on :h: right after Body Blow and even then….

Combination Punch Medium - :qcb: + :m:

Details

Spoiler

Attack Data:
•Hits: 2
•Damage: 122,000: 50,000 + 72,000 (15,000 + 24,000 when [push] blocked)

Frame Data:
•Startup Frames: 10
•Active Frames: 2 (24) 3
•Recovery Frames: 22

•Frame Advantage on Hit: –
•Frame Advantage on Block: -3

Verbal Cues: “One! Two!”

Discussion: The tip of Chris’s second punch will still connect if push blocked from initial range if the first punch connected and it can’t be ducked under by most characters. Really not much else to say beyond this unfortunately. As stated under Combination Punch Light, there’s hardly any reason to use this one, partly because it too doesn’t really work on people in the air.

That applies even if you press :h: towards the end of it, which leads to….

Magnum Combo (Wallbounce) - :h: during Combination Punch Medium

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 108,300 (45,000 when [push] blocked)

Frame Data:
•Startup Frames: 22
•Active Frames: –
•Recovery Frames: 34

•Frame Advantage on Hit: –
•Frame Advantage on Block: -12

Verbal Cues: “Eat lead!”

Discussion: …A magnum by any other name that is just as sweet. It’s a pity, too, because hit confirming into ground magnum would probably be useful in some cases and yet Combination Punch Medium doesn’t catch people in the air on that second hit for the most part. It really is a shame….

Combination Punch Heavy – :qcb: + :h:

Details

Spoiler

Attack Data:
•Hits: 2
•Damage: 131,000: 50,000 + 81,000 (15,000 + 27,000 [15,000] when [push] blocked)

Frame Data:
•Startup Frames: 10
•Active Frames: 2 (16) 2
•Recovery Frames: 41

•Frame Advantage on Hit: –
•Frame Advantage on Block: -20

Verbal Cues: “One! Two!”

Discussion: Here we are, the only Combination Punch worth using due to its hard knockdown and assured simplicity. Even with the (arguably necessary) nerf to its stun time between punches when it comes to people in the air, it can still easily connect and floor people with an assist to hold the middle gap or after OTGing with cr. :h: from throws. This is a good thing, too, considering that Combination Punch Hard is still the most consistent way of comboing into Satellite Laser because it both floors the target and leaves you right next to them; the only other special option that Chris has for that hyper is ground Magnum, which leaves them farther away with a higher chance of screwing up the targeting marker’s initial position.

The Basics, Page 9

Specials: Stance Change: You Gotta Get Up to Get Down

Prone Position: :d:, :d: + :h:

Details

Spoiler

Frame Data:
•Startup Frames: 27 (May be faster now.)
•Active Frames: Infinite
•Recovery Frames: N/A (Supposedly 10, of which Chris is apparently invincible, at least on cross-up since Chris gets up automatically if crossed up in Prone Position)

**Discussion: **I need to use this more now that it can be it’s been sped up to be worth using for more than just trolling (crappy) Sentinels and other people who would try to beam constantly without thinking. More to come.

I should note, however, that you can call assists in this “mode”.

Caterpillar: :b: or :f: in Prone Position

Details

Spoiler

Frame Data:
•Startup Frames: N/A
•Active Frames: –
•Recovery Frames: N/A

Discussion: Chris inches slowly backward or forward. Not really sure what else there is to say here….

Note: Crawling back and forth in prone position for enough time does not turn you into a butterfly. It merely turns you into a dead man.

Fire: :h: in Prone Position

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000 (27,000 when [push] blocked)

Frame Data:
•Startup Frames: – (Certainly faster than it was in MvC3, though)
•Active Frames: –
•Recovery Frames: –

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Discussion: Chris fires a now quite sped-up bullet at his opponents’ shins (or whatever their equivalents to shins are) that is much like his other (command) normal gunshots, except entirely straightforward on the lowest part of the ground. As with the rest of Prone Position, I need to test this more….

The Basics, Page 10

Meter-Using Abilities: Snapbacks and Hypers: What’s More Super than Super?

Snapback – :qcf: + :a1: or :a2:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 50,000

Frame Data:
•Startup Frames: 2
•Active Frames: –
•Recovery Frames: N/A (Presumably same as his s. :h:)

•Frame Advantage on Hit: –
•Frame Advantage on Block: N/A (Presumably same as his s. :h:)

Discussion: Chris’s snapback replicates one of his better normals in standing heavy, so he thankfully isn’t like some characters whose snapbacks replicate some normal with crappy reach or conspicuous gaps.

Not much else to say about it at present other than that you **can **empty cancel this straight out of crouching heavy or :f: + :m: now. (Despite the change to Flamethrower in UMvC3’s 1.01 patch, it can now cancel into snapbacks, but only on contact.)

I suppose, technically, I should also note the universal aspects of a snapback. Well, the most obvious thing is to say that using a snapback forcibly tags in an opponent’s character–:a1: for the second/bottom character and :a2: for the third/top character–if you somehow didn’t know that still. Similarly obvious, you can’t snapback a character out if they’re the last character on. Finally, you must clean hit your opponent’s character to snap them out–if you trade with anything they do, you’ve just wasted a meter and fall down barely scratched. This is generally why, despite their speed, snapbacks are still confined to the end of combos.

Hypers: The Really Big Guns

Note: None of Chris’s hypers can be mashed.

Grenade Launcher (OTG) – :qcf: + :atk::atk: (1 Bar)

Details

Spoiler

Attack Data:
•Hits: 4
•Damage: 343,700: 100,000 + 90,000 (third shot) + 80,000 (fourth shot) + 72,800 (second shot) (30,000 x 4 when [push] blocked)

Frame Data:
•Startup Frames: 15 + 4
•Active Frames: 111
•Recovery Frames: 36

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

**Verbal Cues: **“Loading grenade!” (during opening cinematic); “Opening fire!” (during launch of initial shell); “Did that work?!” (during end of hyper)

Discussion: As somewhat implied above under Damage, Chris’s Grenade Launcher is a rather segmented, not-always guaranteed hyper. All of Chris’s hypers are segmented, actually, though his level 1s don’t take multiple commands like She-Hulk’s :qcf: + :atk::atk: hyper.

As for the hyper itself, I suppose I might as well describe it even if I didn’t do that for specials. Chris manifests a grenade launcher from hammerbrospace as he does all his weapons and fires the first of apparently four already loaded grenades.

The first shot is a freezing shot that freezes the opponent if they’re standing on the ground, floors them if they were hit while in the air, or slightly pop-ups them up before they fall back to the ground if it OTGs them. The first shot is the only one that OTGs (at least when it comes to characters not downed at the end of the match) and it explodes at relatively fixed distance unless it smacks into something, like the corner, so it can be difficult to OTG with mid-screen. It should be noted, however, that even OTG within without putting a grenade or an assist usually allows for that character to roll out of it and punish Chris if you didn’t K.O. them.

Regardless of the opponent’s position or health state, if Chris is not stopped, Chris proceeds to fire a grenade straight up that semi-homes onto the opponent. He then fires a third grenade at the would-be-still-frozen opponent that creates a fiery explosion that pops them up, followed quickly by the firing of the fourth and final, apparently electrified grenade. That grenade pops them up even farther, before the second fired, semi-homing concussive grenade lands on top of them, blowing them up even more. Chris can move pretty much as soon as he begins to speak at the end, meaning that he can tack on more damage either in the corner or even from the across the screen with a simple Machine Gun fire or something complicated.

First and foremost, rather needless to say, don’t do this move randomly. Even if your opponent is someone inexperienced enough to flail about after inevitably hit you after you’ve fired the second homing shot and even if they get hit, it’s still not worth it. You’ve taken damage and wasted a bar.

(It should be noted, however, that when it trades initially at the beginning of the first hit sometimes, the opponent will become massively stunned for at least 2 real-life seconds as if they were frozen. You can take advantage of that, but it’s still not something to aim for in most instances.)

Secondly, this move is kinda safe from a distance, especially if you’ve put out a grenade or two and canceled into it from those, as the third, fourth and second shells hit in rather rapid enough succession that it keeps people grounded. Considering that Chris can move and/or act as soon as he begins to say “Did”, that should tell you that real vulnerability point is between the first and second shots. Still, don’t just throw it out, especially against teleporters.

Next, it hits from almost entirely across the screen; it just **barely **misses going all the way. It also has a great amount of durablity on each shot despite its sluggishness—the first shell of it alone eats up the entirety of Dormammu’s Stalker Flare, for example. (Stalker Flare is that fiery ball of doom that you see in your nightmares now.)

Still, don’t just throw it out.

Finally, this hyper is unfortunately rather difficult to DHC into and sometimes out of. The awkwardness of the gap between first and second shots demands that you keep your opponent grounded to hit with all of it when DHC into it and this is rather uncommon, at least for other projectile hypers. DHC out of it is usually easier, though it’s easier to screw up DHCing out of an OTG attempt with it since you have to DHC basically as soon as the first shell explodes due to distance issues.

Sweep Combo (OTG) – :dp: + :atk::atk: (1 Bar)

Details

Spoiler

Attack Data:
•Hits: 22
•Damage: 290,400 (12,000 + 15,000 [12,000] + 24,000 + 3,000 x 8 + miss [30,000] + 39,000 when [push] blocked)

Frame Data:
•Startup Frames: 10 + 2
•Active Frames: 4 (10) 3 (27) 8 (27) 17 (20) 7 (43) 20
•Recovery Frames: 53

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Verbal Cues: “It’s all or nothing!” (during opening cinematic); “Eat it!” (during magnum shot); “Eat lead! (during rocket-propelled grenade).

Discussion: To quickly describe this hyper, it is a sweeping knife slash to stun rod to shotgun to OTG machine gun to magnum to rocket-propelled grenade. The fact that machine gun now OTGs “properly” in Ultimate even after two groundbounces is marked improvement to the point where it’s tempting to always spend meter on this to end combos now. Rather than having to do a quite a bit more work to make sure all parts of Grenade Launcher hits or having to make sure you only groundbounced once and use Flamethrower to combo into it, you can go straight from cr. :h: into this and it will generally connect if you cancel the cr. :h: as soon as possible and didn’t use too many j. :m:s and such.

Be warned, though, that despite the Deadly Rave-esque sounding nature of the hyper, Chris will do all those actions whether he’s hitting anyone or not. As such, it’s extremely unsafe, not that you should be doing any of Chris’s supers for the hell of it. Chris doesn’t have the luxury of having a Level 1 with invincibility frames or safety, though they thankfully do a good amount of damage if you still are going to use them.

Also, it should be noted, that even with the change to Sweep Combo’s OTG, Sweep Combo still won’t hit more than one person at the machine gun sweep part that OTGs.

Satellite Laser (OTG) – :qcb: + :atk::atk: (3 Bars)

Initial Positioning of Targeting Marker:

  1. Hold nothing or two more buttons: Appears on Chris.
  2. Hold :l:: Appears about a character space in front of Chris.
  3. Hold :m:: Appears “mid-screen”.
  4. Hold :h:: Appears pretty much full-screen.
    (Note: Apparently auto-locks if the opponent is in the air.)

Fire: :atk: as or after targeting marker appears

Details

[details=Spoiler]
Attack Data:
•Hits: 27 max: 9 per shot.
•Damage: 445,500: 148,500 per shot. (4,900 x 9 when [pushed] blocked)

Frame Data:
•Startup Frames: 35 + 1 (Lock On: 14)
•Active Frames: 37 (Per shot, I’m guessing)
•Recovery Frames: 43

•Frame Advantage on Hit: –
•Frame Advantage on Block: –

Verbal Cues: “Link established!” (during opening cinematic); “Bring the pain!” (during the start of any of the three shots)

**Discussion: **Chris pulls out a large, deadly Super Scope™ and hijacks a satellite to blast his opponents with L.A.S.E.R.s from space.

As cool as it sounds, this is unfortunately arguably the worst level 3 super in the game or, at least, the most unreliable. Before we start getting into that bit of subjectiveness, though, let’s start with the other objective details.

This hyper lasts about 5 real-life seconds, until Chris has fired all three shots or until Chris has been hit out of it or cancels it with X-Factor. Chris himself won’t move when this is pushed blocked; it will instead just move the opponent farther back.

Chris is invincible during the start of this hyper **and **during each instant where he begins to fire a laser; he remains invincible until the laser blast ends, whether or not it was anywhere near him. He’s vulnerable during the half-a-second of cool down time between shots, though.

Beyond those more obvious points, this hyper can generally only combo out of grounded Magnum’s wallbounce or Combination Punch Heavy’s hard knockdown unassisted; even then, in Ultimate, due to the Combination Punch Heavy’s hard knockdown being nerfed, **that **often has to be assisted in longer combos.

Unfortunately, the bad news doesn’t stop there.

Due to the sluggishness of Satellite Laser, it generally can’t be used as straight punishment like most other attacking Level 3s can since I’d say that it has at least half-a-second of start-up between the beginning and the beam getting to the ground. As such, there are quite a few things that can pass through Chris while he’s invincible and recover safely to block and then hit him out of it during the first beam; unfortunately, quite a few other Level 3s, such as Weapon X Prime, fall into this category.

Additionally, due to the invulnerability of blasts coming in short busts, using it to counter projectile hypers is rather iffy if those projectiles are broken up/independent on of their owner like Taskmaster’s and Tron’s hypers. Sometimes you’ll cleanly counter them and be able to hit off the entire hyper. More often, though, you’ll at least best trade one single blast with them, doing at most a mere 148,500 in exchange for getting damage and losing 3 whole bars.

As such, it’s generally not worth trying to use it to “save” yourself with like other Level 3 hypers.

Finally, the hyper is just kinda unreliable in that you have to generally pass fire as quickly as possible to fire due to the cool down time and if you screw up even once, people will roll out and be able to hit you. However, trying to fire as quickly as possible from the get-go also often screws up the initial targeting position–I’ll admit that part of this is still due to me needing practice, but that’s it’s even a concern…

Regardless, I’d say save it for combos, especially in the corner. Otherwise, forget it exists against most characters.[/details]

Assists: You’re not Sheva!?!

Assist Alpha: Combination Punch Hard (Direct) (Front :f: )

Details

Spoiler

Attack Data:
•Hits: 2
•Damage: 131,000: 50,000 + 81,000 (15,000 + 27,000 when blocked; 15,000 + 15,000 when pushed blocked)

Frame Data:
•Startup Frames: 34
•Active Frames: 2 (16) 2
•Recovery Frames (Assist): 134
•Recovery Frames (Partner): 104

**Discussion: **See “The Basics, page 8”.

As an assist, it’s likely to be Chris’s least used despite the decent range and hard knockdown because of the physical danger it puts Chris in. This is especially true with the nerf it received in Ultimate that makes it more difficult for it to hit people in the air with.

Its hyper in THCs is Sweep Combo, which as a THC is 1-frame (at least in vanilla) and thus nigh instant, basically hitting anyone who wasn’t already blocking. For that alone, it might have some merit.

Assist Beta: Gun Fire Medium: Machine Gun (Shot) (Front :f: )

Details

Spoiler

Attack Data:
•Hits: 8
•Damage: 125,000 (6,600 x 8 when [pushed] blocked)

Frame Data:
•Startup Frames: 49
•Active Frames: –
•Recovery Frames (Assist): 114
•Recovery Frames (Partner): 84

Discussion: See “The Basics, Page 6”.

As an assist, this is likely to be Chris’s most used it as it puts Chris in the least danger, has the most range, is a projectile and is relatively fast. It’s pseudo-beam of sorts that weaker than most other beam assists (in terms of speed and power), but it has the advantage of being unable to be ducked and keeping people grounded.

Its hyper in THCs is Grenade Launcher.

Assist Gamma: Grenade Toss Light: Land Mine (Shot) (Tilt :df: )

Note: The assist version is at least slightly different.

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 117,000 (39,000 when blocked)

Frame Data:
•Startup Frames: 41
•Active Frames: –
•Recovery Frames (Assist): 116
•Recovery Frames (Partner): 86

Discussion: That difference in damage from the Land Mine section in “The Basics, Page 7” is not a typo. I only noticed it on 12/13/2011 myself, so I’m not sure if it’s new to Ultimate. I don’t think it is.

Besides that, it can somewhat OTG, at least for some characters like Jill. It also perhaps has a use for taller, zoning characters like Dormammu who can cover Chris putting down the mine and just stand on top of it while they zone.

Its hyper in THCs is Grenade Launcher.

Land Mine is otherwise the same other than having to wait for it detonate it. Still, this merits further investigation….

(Reserved11)

Might give Incendiary Grenade its own section later.

(Reserved12)

Might give assists their own section, especially due to how…peculiar Land Mine can act.

General Strategy

A Word:
Chris’s primary playstyle is that of a zoner. He generally zones the ground extremely well, especially for a character who doesn’t have a beam, and zones it in relatively linear, if slightly more complicated by Incendiary Grenades, fashion. He relies heavily on spacing as in Street Fighter, somewhat akin to a version of Dhaslim with damage on pokes that can often combo even without assists but without the aerial mobility or teleportation. He also has “insurance” against people who must get on the ground with his grenade specials, which go off and hit even if he’s been cleanly hit by an attack, often allowing him to pick up a damaging combo off a trade.

That said, it is without illusion that I can Chris Redfield has notable problems. His largest is that he has great difficulty, even with the few assists that reach to super jump-height, dealing with characters that can stay in the air all day and still attack you; this applies even at the higher part of normal jump height. As aforementioned, he is rather immobile in the air, which can be problematic considering how often he needs to be in the air to zone diagonally downward. He also has noticeable recovery on quite a few of his non-normal moves even on block, including some of his command normals; Flamethrower is (or was until the 1.01 patch) unfortunately the most guilty of this of non-hypers, especially since many characters can duck it as well as it being incredibly easy to push block. Finally, his hypers are at best average and he arguably has the worst or, at least, most unreliable Level 3 Super in the game (still).

While it seems discouraging to start off with a character’s seeming many negatives, I think it’s better to be truthful from the beginning, especially since Chris has more than enough advantages to make up for it. If you were looking for a character whose advantages far outweigh any disadvantages they seem to have (already), then you were already probably using Wesker, Vergil or Dante if not all three of them among a few others. If you’re genuinely interested in using Chris, then you’ll read on since, while Chris has always been somewhat limited, at least against certain type of characters (of whom the top tier in vanilla was almost singularly composed of), he was never outright bad and he still isn’t. In fact, from vanilla to Ultimate, he’s arguably the most improved character in the game after Captain America.

Chris Redfield’s biggest strength is that he easily has the most damage on block in the game. Incendiary Grenades, Shotgun, Flamethrower, Machine Gun and Magnum all do significant amounts of chip damage and, in the case of the first three, cover large sections of the normal jump part of the screen. He has also has access to the most OTGs of any character in the game, even before Sweep Combo got “fixed”; however, due to the nature of his assists, none of them OTG outside of Land Mine in weird, esoteric situations like when used in tandem with Jill’s Fallen Prey. As such, Chris can generally complete combos from anywhere off a launch, especially now that his dash has been fixed.

It should be noted that, even without use of his arguably mediocre hypers, Chris hurts when he hits you, regardless of whether its from the across the screen or up-close and personal. He may not hit quite as hard as Hulk, Thor, Nemesis T-Type or Horatio Wesker, but he is easily a close second in terms of ease of damage, even before he uses a hyper. With a bar or two (and the right assists/partners), he can easily touch of death characters up to and around 850,000 mark from rather basic combos. Additionally, despite his lack of aerial mobility, unlike other zoners such Arthur & Hsien-ko, he can actually move about and easily convert most of his normals (or specials) into combos, especially now that his ground dash has been fixed to allow for attacks straight out of it. His combos also have the tendency to be able to carry people to the corner, even if he started with his back against the other corner.

Given that he hits like a truck, he also takes damage like one too, having higher end health still at 1,100,000. This higher end health is actually rather important now without the DHC glitch and with X-Factor’s stupidity being lessened. In addition to helping him survive, it helps him becoming an even greater better battery than he arguably was in vanilla, even if there’s more incentive to use bars with him with his now OTG’ing Sweep Combo super.

Finally, due to Prone Position’s changes, it is now far more usable, both for harassment and anti-cross-up and it doubtless has potential that has yet to be tapped.

Reserved 13

details=Spoiler

I was originally considering using this space for a chart-like section of all the new changes that Chris can do out of his pistol-using normals. I still might do so, just as part of “General Strategy” now.[/details]

Team Building

A Word:
When building a solid team, there are six questions to be asked in no particular order of importance:

  1. What assist-based synergy exists between the characters.
  2. What DHC-based synergy exists between the characters.
  3. How able your team is at handling a variety of opposing strategies.
  4. Whether the structure and order of your team is solid (point/battery/assist/anchor/etc.).
  5. Whether your THC synergizes well; this is generally an afterthought.
  6. Whether special TAC opportunities exist.

The character sections below cover, to the best of my ability, 1, 2, and 6. The others are too team-specific, rather than partner-specific, and are thus beyond the scope of this guide. These sections are ever-evolving; please do not hesitate to contribute, as it is a massive task to take on alone.

All DHCs are performed after a basic magic series combo for testing. If there are special considerations given to a DHC outside of a combo situation, then it will receive the necessary notation as listed below. For DHCs out of Grenade Launcher, I will try to indictate whether this is as an OTG and thus needs to canceled almost immediately at the animation’s or after the end of Grenade Launcher.

Hyper Combo Synergy Legend:
(+) - The DHC can occur in full with either no or little damage lost from most positions.
(~) - The DHC requires strict timing, is inconsistent, or may not function under heavy hitstun decay.
(-) - The DHC is not possible without sacrificing considerable damage on one of the hypers.
© - The DHC only takes place when the starting hyper combo takes place in or near a corner.
(d) - The DHC allows Chris time to throw set more grenades or otherwise follow up.
(b) - The DHC can allow a hyper which would normally not connect alone due to travel time to do so.
(f) - The DHC does not connect on its own, but a second DHC can make the hypers connect.
(u) - No direct damage-based connection takes place, but your new point is left in a profitable situation.

Team** Building****, Page 2**

Akuma (Partner)

Spoiler

**Akuma Assists: **

  1.  Alpha – **Gohadoken :l:? **(Shot) (Front :f: )
    
  2.  Beta – **Tatsumaki Zankukyaku :h: **(Direct) (Front :f: )
    
  3.  Gamma – (Overhead) (OTG) **Hyakki Gojin **(Direct) (Tilt Down :df: )
    

Akuma to Chris DHCs:

Chris to Akuma DHCs:

**General Tips and Tricks: **Akuma is still very much a threat even with his slightly lowered health and slightly nerfed Tatsu assist, which is very much still a beam-esque manuever that is still easy to combo off of, whether it’s Chris doing it or The Raging Demon himself.

Amaterasu (Partner)

Spoiler

Amaterasu Assists:

  1.  Alpha – **Solar Flare :H: **(Extra) (Instant)
    
  2.  Beta – **Cold Star :H: **(Shot) (Tilt Down :df: )
    
  3.  Gamma – **Bloom **(Extra) (Instant)
    

Amaterasu to Chris DHCs:

Chris to Amaterasu DHCs:

**General Tips and Tricks: **Despite being a generally good character, Amaterasu arguably has some of the worst assists in the game when not using Cold Star, which is not really useful for Chris given the downward direction it goes in. Solar Flare is a projectile reflector that can’t even damage on its own or physically stop people like the only other projectile reflector assist in the game, Hsien-ko’s Henkyo Ki, **and **still fails to stop some projectiles; Bloom is a meter building assist, but has such lengthy recovery—**literally **two seconds—that it was always far inferior to Morrigan’s Dark Harmonizer assist as it is now markedly inferior to Frank West’s Pick Me Up assist.

As far as character synergy goes, Amaterasu and Chris doesn’t seem benefit well from each other. Virtually everything can DHC into Okami Shuffle, sure, and the same could technically be said of Vale of Mist. However, both characters don’t really benefit from each other assists and while Chris could technically be the battery for the wolf goddess, who previously didn’t really need assists to cover her, both characters are better off with assists that favor them. Needing a beam (or other forward traveling) assist to cover Amaterasu’s air dashes would leave Chris lacking anti-air and using an anti-air assist, while it would technically benefit (meterless) Amaterasu, would deprive Chris of a supportive beam assist. They just don’t seem to mesh well.

Arthur (Partner)

Spoiler

Arthur Assists:

  1.  Alpha – **Heavenly Slash **(Direct) (Front :f: )
    
  2.  Beta – **Dagger Toss **(Shot) (Front :f: )
    
  3.  Gamma – (OTG) **Fire Bottle Toss **(Shot) (Tilt Down :df: )
    

Arthur to Chris DHCs:

Chris to Arthur DHCs:

**General Tips and Tricks: **I’ve yet to use UMvC3 Arthur, but even if his self and his non-beam Dagger Toss might seems slightly underwelming still, if the latter has retained the odd ability to seemingly reset hard knockdowns, then it could still prove rather interesting. His slight HP boost should help his survivalibility somewhat and he generally benefits from the same type of anti-assists that Chris benefits from.

C. Viper (Partner)

Spoiler

C. Viper Assists:

  1.  Alpha – **Thunder Knuckle :h: **(Direct) (Tilt Up :uf: )
    
  2.  Beta – (OTG) **Seismic Hammer :l: **(Shot) (Tilt Down :df: )
    
  3.  Gamma – (Overhead) **Burning Kick :h:? **(Direct) (Front :f: )
    

C. Viper to Chris DHCs:

Chris to C. Viper DHCs:

**General Tips and Tricks: **C. Viper is not a character I play, but given that both she and Chris are “point” characters and neither character’s assists or hypers seem to go well together, I can’t imagine they work that well together.

Captain America (Partner)

Spoiler

Captain America Assists:

  1.  Alpha – **Shield Slash :m: **(Shot) (Front :f: )
    
  2.  Beta – **Stars & Stripes :m: **(Direct) (Tilt Up :uf: )
    
  3.  Gamma – **Charging Star :m: **(Direct) (Front :f: )
    

Captain America to Chris DHCs:

Chris to Captain America DHCs:

**General Tips and Tricks: **While both Chris and Captain America are “point” characters, both have enough flexibility to go in either first or second position, especially Captain America with his gratituous upgrades. Additionally, while Captain America’s assists rather mediocre and, sans Shield Slash, somewhat suicidal for him, Shield Slash can still be quite the lethal nuisance if you can keep people pinned down or at least prevent them from hitting Cap; his more “suicidal” assists have the benefit of partial invulnerability as well.

Cap also arguably benefits from Chris’s Machine Gun more than he does a lot of beams given that Machine Gun keeps people standing unlike every beam (that can’t be commonly ducked) except Unibeam and is generally staggered enough to cover his ass slightly longer. It also helps that both characters, Captain America especially now, hit really hard with just one bar and that they both arguably benefit from the same type of assists (beam, anti-air assists) now that Captain America can self OTG (if “only” often into a [damaging] hyper).

Chun-li (Partner)

Spoiler

Chun-li Assists:

  1.  Alpha – **Kikoken :l:** (Shot) (Front :f: )
    
  2.  Beta – **Tenshokyaku :h:** (Direct) (Tilt Up :uf: )
    
  3.  Gamma – **Hyakuretsukyaku :l:** (Direct) (Front :f: )
    

Chun-li to Chris DHCs:

Chris to Chun-li DHCs:

**General Tips and Tricks: **Chun-li is another character I haven’t really ever touched at all. ChrisD apparently has taken a liking to a team of her, Iron Fist and Chris, so I will defer this spot to him for now.

Dante (Partner)

Spoiler

Dante Assists:

  1.  Alpha – **Jam Session** (Direct) (Front :f: )
    
  2.  Beta – (OTG) **Crystal** (Shot) (Front :f: )
    
  3.  Gamma – **Weasel Shot** (Shot) (Tilt Down :df: )
    

Dante to Chris DHCs:

Chris to Dante DHCs:

**General Tips and Tricks: **Ah, the first Son of Sparda. Despite Jam Session being one of the few anti-air assists that covers up to super jump height, despite the fact that you can combo off it like it’s a “sticky” Captain Corridor and despite the fact that Dante himself is obnoxiously good, I’ve never used him with Chris. I’d imagine if they ever worked together, Dante would be best in the second so that he would still have an assist to mix-up off of should Chris fall.

Deadpool (Partner)

Spoiler

Deadpool Assists:

  1.  Alpha – (Low) **Quick Work :l: **(Direct) (Front :f: )
    
  2.  Beta – (OTG) **Katana-Rama! :l:** (Direct) (Tilt Down :df: )
    
  3.  Gamma – **Trigger Happy :h:** (Shot) (Tilt Up :uf: )
    

Deadpool to Chris DHCs:

Chris to Deadpool DHCs:

**General Tips and Tricks: **Like Arthur, I’ve not yet touched Wade’s UMvC3 self, though he seems even more obnoxious than before when used properly due to his teleport cancels now. Between that, having above average life and easily hypers to DHC into, if you want to chip the hell out of people while not being rooted to one spot, then Deadpool/Cable is welcome addition. This is especially true since Trigger Happy :h: is one of the few anti-air assists to reach to super jump height and also pretty much the only one to reach their diagonally. Though it is an assist that many seem to neglect for the very good—and one of the unfortunately few decent—OTG Katana-Rama!, given that Chris already has an abundance of OTGing abilities by himself, it is much adviced to go with Trigger Happy—Katana-Rama! is still likely good for extending into combos otherwise impossible and Quick Work can sometimes work despite Chris’s lack of aerial mobility or instant overheads, though.

Dormammu (Partner)

Spoiler

Dormammu Assists:

  1.  Alpha – **Dark Hole :m:** (Shot) (Front :f: )
    
  2.  Beta – (OTG) **Purification :l:** (Shot) (Tilt Up :uf: )
    
  3.  Gamma – **Liberation** (Shot) (Front :f: )
    

Dormammu to Chris DHCs:
**
Chris to Dormammu DHCs:**

**General Tips and Tricks: **Ah, the Dread Dormammu, the other main character alongside Chris Redfield. Thankfully, they have excellent synergy—not that Dormammu needs it givne how good he’s always been and still is. For Chris, Purification is one of the few vertical anti-air assists goes into super jump height and he can combo into it easily via jump OTG Magnum, even being capable of comboing Satellite Laser from it. For Dormammu, how Machine Gun, while still “mediocre” compared to beams, still gives Dormammu a full screen horizontal reach that he wouldn’t otherwise have as well as making it quite easy to combo off Flame Carpet and keep people grounded when he crossed them up either via air dash :df: j.:s: or via his teleports.
I’ll go more into depth here once I’ve hit everything else.

Team** Building****, Page 3**

Dr. Doom (Partner)

Spoiler

Dr. Doom Assists:

  1.  Alpha – **Plasma Beam :l:** (Shot) (Front :f: )
    
  2.  Beta – (OTG) **Hidden Missiles** (Shot) (Upward :u: )
    
  3.  Gamma – **Molecular Shield :l:** (Shot) (Front :f: )
    

Dr. Doom to Chris DHCs:

Chris to Dr. Doom DHCs:

**General Tips and Tricks: **The good doctor above is still arguably the only character in the game that has all three assists being completely viable, even if Chris perhaps doesn’t benefit much from Molecular Shield arguably. Even with the correction of Sphere Flame’s scaling, it should still be quite easy to kill characters around 850k with a simple DHC from a standard combo into Sweep Combo since that worked even before Sweep Combo OTG’d.

Dr. Strange (Partner)

Spoiler

Dr. Strange Assists:

  1.  Alpha – **Daggers of Denak :m:** (Shot) (Front :f: )
    
  2.  Beta – **Eye of Agamotto** (Shot) (Front :f: )
    
  3.  Gamma – **Bolts of Balttakk** (Shot) (Front :f: )
    

Dr. Strange to Chris DHCs:

Chris to Dr. Strange DHCs:

**General Tips and Tricks: **From what little I’ve messed around with Chris and Doctor Strange together, Strange’s assists seems a lot more character-based than the other good Doctor as well as more needy of protection given how long Stephen stays out; Bolts of Balthakk—the assist that I’ve been using (with She-Hulk and others)—is especially guilty of this. Still, Doctor Strange’s assists are all more than decent at least, though Chris doesn’t really benefit from Daggers of Denak since he doesn’t have a teleport or the aerial mobility for a quick cross-over. Despite its stationary nature, Eye of Agamotto might ultimately benefit Chris better than Bolts due to how long it stays out compared to how long Strange’s out and Prone Position being much better & allow you to essential lay down beneath it; more set-up time to throw out Incendiary Grenades without having to worry about protecting Strange seems like quite the good thing.

Felicia (Partner)

Spoiler

Felicia Assists:

  1.  Alpha – (Low) **Rolling Buckler~Rolling Slide **(Direct) (Front :f: )
    
  2.  Beta – **Sand Splash :m: **(Shot) (Front :f: )
    
  3.  Gamma – **Cat Spike :m: **(Direct) (Front :f: )
    

Felicia to Chris DHCs:

Chris to Felicia DHCs:

**General Tips and Tricks: **Despite possibly still being the most dangerous/viable of the Darkstalkers, I’ve not really touched Felicia due to a combination of not liking catgirls as it is and being annoyed by her diabetes-inducing sweetness. So any insight is much appreciated, though I’d imagine she benefit from Chris in the same way that Captain America might—if to a lesser degree—even though she likely wouldn’t be able to “pay” him back assist-wise.

Firebrand (Partner)

Spoiler

Firebrand Assists:

  1.  Alpha – (OTG) **Hell Spitfire :h: **(Shot) (Tilt Down :df: )
    
  2.  Beta – **Demon Missile (Charge) **(Direct) (Front :f: )
    
  3.  Gamma – **Demon Missile (Swoop) **(Direct) (Tilt Down :df: )
    

Firebrand to Chris DHCs:

Chris to Firebrand DHCs:

**General Tips and Tricks: **I literally haven’t touched Firebrand outside of Mission Mode, though it’s possible that his general playstyle of staying in the air might cover Chris’s weakness in that department, at least on point. As such, I’m unsure of if his/its assists would be of any use to Chris.

Frank West (Partner)

Spoiler

Frank West Assists:

  1.  Alpha – **Shopping Cart **(Direct) (Front :f: )
    
  2.  Beta – **Tools of Survival :l: **(Direct) (Front :f: )
    
  3.  Gamma – **Pick Me Up **(Extra) (Instant)
    

Frank West to Chris DHCs:

Chris to Frank West DHCs:

**General Tips and Tricks: **While I have at least played around with Frank a bit, it hasn’t been alongside Chris and I am also still greatly unfamiliar with his level limitations & differences as well as the apparently preferred assist of Shopping Cart works; Tools of Survival sucks in even on block and Pick Me Up is a meter-building assist, the only one among the twelve new characters, with decent recovery—it’s certainly more decent than Amaterasu’s Bloom even if it’s not nearly as fast as Morrigan’s Dark Harmonizer.

Still, on a theoretical level, Chris’s THC “tech” with Frank West should be decent enough considering how long both Grenade Launcher and Sweep Combo laugh, even if the former doesn’t so that many hits and the latter might be screwed up by Frank Shopping Cart hyper. It’s probably only mediocre at best, though, with just these two.

Ghost Rider (Partner)

Spoiler

Ghost Rider Assists:

  1.  Alpha – (Wallbounce) **Chain of Rebuttal :l: **(Direct) (Front :f: )
    
  2.  Beta – (OTG) **Heartless Spire **(Shot) (Front :f: )
    
  3.  Gamma – (OTG) **Hellfire **(Shot) (Tilt Down :df: )
    

Ghost Rider to Chris DHCs:

Chris to Ghost Rider DHCs:

**General Tips and Tricks: **I’ve used Ghost Rider a bit, but not as much as other people and not with Chris. His linearity, Chain of Rebuttal being crouchable by quite a few characters and his other two assists being close-range, OTGing projectiles that Chris doesn’t really near make it seem like he wouldn’t be all that great assisting Chris. But perhaps Chris assisting Ghost Rider holds more promise….

Haggar (Partner)

Spoiler

Haggar Assists:

  1.  Alpha – **Double Lariat **(Direct) (Instant)
    
  2.  Beta – **Violent Ax :m: **(Direct) (Front :f: )
    
  3.  Gamma – **Steel Pipe **(Front :f: )
    

Haggar to Chris DHCs:

Chris to Haggar DHCs:

**General Tips and Tricks: **Even though Double Lariat has been nerfed a bit as an assist, it is still the only assist in the game to have any measure of invulnerability on it while also still hitting both sides; all the more reason to use it over the not-actually-overhead-as-promised Steel Pipe assist and the “only good for grab resets” Violent Ax assist. For that alone it could very easily said to “deserve” or at least be useful to have a spot on any team. This seems to remain true for Chris since, even though it can’t catch anyone running away at super jump height like Trish, for example, it can still easily catch anyone at you from any height off the ground that Chris normally couldn’t defend again beyond blocking or trying to trade with his :s:. Haggar also benefits from Chris’s slower “beam” that doesn’t knock people off their feet somewhat in the manner that Captain America might/“should”, so perhaps “Team America” could be somewhat viable.

Hawkeye (Partner)

Spoiler

Hawkeye Assists:

  1.  Alpha – **Quick Shot (Greyhound)** (Shot) (Front :f: )
    
  2.  Beta – (OTG) **Trick Shot (Violet Fizz) **(Shot) (Tilt Down :df: )
    
  3.  Gamma – **Rag Time Shot (Kamikaze)** (Shot) (Upward :u: )
    

Hawkeye to Chris DHCs:

Chris to Hawkeye DHCs:

**General Tips and Tricks: **I’ve been using Hawkeye as the second to Chris on my team with him, Hawkeye and Dormammu; they seem to be working well enough together, especially on the DHC front—Gimlet is one of the few projectile-based supers that Chris’s Grenade Launcher can combo off in its entirety. Then again, like Dormammu, Hawkeye is generally a very strong character.

Regardless, I’ve been using Hawkeye’s Alpha assist of “Triple Arrows” to supplement Chris, though his Gamma assist of “Scatter Shot” might be more useful ultimately for Chris even already having an anti-air in Dormammu’s Purification; then again, I haven’t been using his Scatter Shot even when Hawkeye’s on point given how good his other :dp: moves are. Hawkeye’s Beta assist is arguably his most dangerous, though, since it’s Poison Arrow. However, it’s jump back Poison Arrow, which makes it difficult for Chris to use even before its slow start-up since Hawkeye jumps just high enough to be in an air space that’s difficult for Chris to defend, even though (or, arguably, especially because) Hawkeye is behind his head.

Like Dormammu, there will be more to come once I’ve fulfilled my other obligations.

Team** Building****, Page 4**

Hsien-ko (Partner)

Spoiler

Hsien-ko Assists:

  1.  Alpha – **Senpu Bu :l: **(Direct) (Front :f: )
    
  2.  Beta – **Henkyo Ki :m: **(Shot) (Front :f: )
    
  3.  Gamma – **Anki Hou :m:** (Shot) (Tilt up :uf: )
    

Hsien-ko to Chris DHCs:

Chris to Hsien-ko DHCs:

**General Tips and Tricks: **She’s still ill-conceived and non-threatening, it seems. As much as masochist as I can be when it comes to character choice at times, if I wanted *Darkstalker *who worked hard for comparatively little pay off, I’d pick Morrigan, which I do. Hsien-ko’s assists are even rather non-threatening—though ironically, Henkyo Ki is **really **annoying to Chris (and probably Hawkeye) as it works on pretty much all non-beamish moves and wallbouncing yourself with the Magnum gets kinda old fast. I guess you could use Anki Hou if you wanted to chance yourself for a dizzy, especially since it has a decent arc even if it’s a crappy non-dizzying projectile; however, considering you can still get bombs that don’t hit the opponent as an assist, it’s as unreliable as it is on point. Senpu Bu is arguably still the “best” assist in the game…in Golden Armor mode, but even with Golden Armor Senpu Bu, Chris doesn’t have enough mobility to cross people up, so all he can do is toss Incendiary Grenades at a closer range than normal; considering he can already do this with other projectile assists that generally have a much farther reach than Senpu Bu…yeah.

That said, for all the Hsien-ko bashing, I recall there being at least one Chris user who used her alongside Chris in vanilla. I’m not sure if he still does.

Hulk (Partner)

Spoiler

Hulk Assists:

  1.  Alpha – (OTG) **Gamma Wave :m: **(Shot) (Front :f: )
    
  2.  Beta – **Anti-Air Gamma Charge :m:** (Direct) (Upward :u: )
    
  3.  Gamma – **Gamma Charge :m:** (Direct) (Front :f: )
    

Hulk to Chris DHCs:

Chris to Hulk DHCs:

**General Tips and Tricks: **Those who would team-up together to take down Nemesis T-Type, Wesker and all other monstrosities of Resident Evil have…never been seen working in tandem to my knowledge. This isn’t to say that they can’t work well-together, especially given how undervalued Hulk’s **armored **anti-air Beta seems to be even though it’s almost entirely devoid of horizontal range. They just haven’t. I’ve only occassionally messed around with Hulk myself and I’ve yet to really do that in UMvC3. Perhaps there is something there, though….

Iron Fist (Partner)

Spoiler

Iron Fist Assists:

  1.  Alpha – (Crumple)** Dragon's Touch** (Direct) (Front :f: )
    
  2.  Beta – (Overhead) (OTG)** Crescent Heel** (Direct) (Front :f: )
    
  3.  Gamma – (Wallbounce)** Rising Fang **(Direct) (Tilt Up :uf: )
    

Iron Fist to Chris DHCs:

Chris to Iron Fist DHCs:

**General Tips and Tricks: **I will again defer this to ChrisD given that he was using Chris, Iron Fist and Chun-li together. However, I will at least note that besides Rising Fang, Iron Fist’s other two assists have **abysmal **range and seems to suffer the same general problem, only much greater, on point as Chris of having noticable trouble again anyone who can generally stay off the ground and mount a threatening offense.

Iron Man (Partner)

Spoiler

Iron Man Assists:

  1.  Alpha – **Unibeam :m:** (Shot) (Front :f: )
    
  2.  Beta – **Repulsor Blast :m:** (Shot) (Upward :u: )
    
  3.  Gamma – (OTG) **Smart Bomb :h:** (Shot) (Tilt Down :df: )
    

Iron Man to Chris DHCs:

Chris to Iron Man DHCs:

**General Tips and Tricks: **I haven’t touched Iron Man, much less his quite-changed UMvC3 incarnation. As such, I’m going to skip this character for now.

Jill Valentine (Partner)

Spoiler

Jill Valentine Assists:

  1.  Alpha – **Cartwheel Kick** (Direct) (Front :f: )
    
  2.  Beta – (Wallbounce) **Arrow Kick** (Direct) (Front :f: )
    
  3.  Gamma – **Somersault Kick** (Direct) (Tilt Up :uf: )
    

Jill Valentine to Chris DHCs:

Chris to Jill Valentine DHCs:

**General Tips and Tricks: **Chris is original partner, the Master of Unlocking, still seems to work decently well with him despite her brainwashing and despite the fact that she, like every other *Resident Evil *character in this game, has marked difficulty in dealing with people who can just stay in the air. The fact that Chris’s Machine Gun keeps people grounded even on hit helps Jill’s already ridiculous mix-up game, especially since she needs to get on the ground and is most dangerous when people are near the ground. At the same time, though, she’s one of the few people who can make Chris’s Land Mine act like an OTG through her Fallen Prey move, though perhaps it would be better to use a more standard OTG, like her other *RE1 *teammate, Wesker….

M.O.D.O.K. (Partner)

Spoiler

M.O.D.O.K. Assists:

  1.  Alpha – **Barrier** (Shot) (Front :f: )
    
  2.  Beta – **Balloon Bomb :m: **(Shot)** **(Front :f: )
    
  3.  Gamma – **Psionic Blast :m: **(Shot)** **(Front :f: )
    

M.O.D.O.K. to Chris DHCs:

Chris to M.O.D.O.K. DHCs:

**General Tips and Tricks: **I haven’t used M.O.D.O.K. much and the few times I’ve used him (to troll with Barrier) haven’t been with Chris. As…interesting as M.O.D.O.K’s assists are, I can’t imagine that his actively offensive ones would work that well with Chris since Psionic Blast can be ducked and knocks people off their feet unlike the other beam assists that can be ducked and Balloon Bomb just kind “sits” at angle Chris can already easily cover; it would be so much better if it was Balloon Bomb :l:. As with Eye of Agamotto, M.O.D.O.K’s Barrier might be especially troublesome in combination with Prone Position, but it is something that needs need to be tested and an assist that I have admitted biased towards.

Magneto (Partner)

Spoiler

Magneto Assists:

  1.  Alpha – **Electromagnetic Disruptor :l: **(Shot) (Front :f: )
    
  2.  Beta – **Hyper Gravitation :m: **(Shot) (Front :f: )
    
  3.  Gamma – **Force Field :l:? **(Extra) (Instant)
    

Magneto to Chris DHCs:

Chris to Magneto DHCs:

**General Tips and Tricks: **Despite him being quite good, like Dante, I’ve never really used Magneto, much less with Chris. Unlike Dante, though, Magneto doesn’t have an anti-air assist, though he does still have one of the faster beams, which also happens to hit only once and thus not scale damage as poorly as some other ones. I suppose, if you’re really good, Force Field could be used as an anti-air assist of sorts, especially given Magneto’s ambiguous recovery still once activated (he’s pretty much outright invulnerable for a while), but that seems iffy….

Morrigan (Partner)

Spoiler

Morrigan Assists:

  1.  Alpha – **Shadow Blade :h: **(Direct) (Tilt Up :uf: )
    
  2.  Beta – **Soul Fist :l: **(Shot) (Front :f: )
    
  3.  Gamma – **Dark Harmonizer **(Extra) (Instant)
    

Morrigan to Chris DHCs:

Chris to Morrigan DHCs:

**General Tips and Tricks: **The Mistress of Dark, despite her many changes and her arguably suffering the most from the air dash changes, is still usable and still has the best meter assist in the game. Given utterly mediocre her Alpha and Beta assists are, you shouldn’t be using anything but Dark Harmoinzer anyway. Chris was already quite a good battery, but with more incentive to use Sweep Combo (or any hyper) to end hypers and outright destroy the lower end health characters, Morrigan arguably got more viable as an assist for him.

As for non-assists go, well, their DHCs are rather iffy given the sluggishness of Morrigan’s supers, but on point, Morrigan has some of the best aerial mobility in the game, which covers Chris’s primary weakness.

Team** Building****, Page 5**

Nemesis T-Type (Partner)

Spoiler

Nemesis T-Type Assists:

  1. Alpha – **Clothesline Rocket :m: **(Direct) (Front :f: )
  2. Beta – Launcher Slam :m: (Direct) (Front :f: )
  3. Gamma – **Rocket Launcher **(Shot) (Front :f: )

Nemesis to Chris DHCs:

Chris to Nemesis DHCs:

**General Tips and Tricks: **What better way to find Jill than partner up with the thing that hunted her doggedly through out Resident Evil 3?

….

I haven’t used Nemesis seriously yet, much less with Chris, but given how tall he is, I’d imagine he’d be rather difficult for Chris to cover given his lack of anti-airs. However, all of Nemesis’s assists might be worth giving a try, especially with the height and power of Rocket Launcher. So it might be worth it to use the S.T.A.R.S. hunter in tandem with the former member of S.T.A.R.S.

Nova (Partner)

Spoiler

**Nova Assists: **

  1. Alpha – **Gravimetric Pulse :h: **(Shot) (Front :f: )
  2. Beta – (Overhead) **Centurion Rush :m: **(Direct) (Tilt Down :df: )
  3. Gamma – (Wallbounce) Nova Strike :m: (Direct) (Front :f: )

Nova to Chris DHCs:

Chris to Nova DHCs:

**General Tips and Tricks: **I haven’t messed around with Mr. Rider yet, so there’s no insight I can offer on him really behind him having weird air-dashes that are probably best deal with using Prone Position and Gravimetric Pulse using his red health even as an assist.

Phoenix (Partner)

Spoiler

Phoenix** Assists:**

  1. Alpha – **TK Shot :m: **(Shot) (Front :f: )
  2. Beta – **TK Overdrive :l: **(Direct) (Front :f: )
  3. Gamma – **TK Trap :h: **(Shot) (Tilt up :uf: )

Phoenix** to Chris DHCs:**

Chris to Phoenix DHCs:

**General Tips and Tricks: **Ms. Grey is still a threat if left to her own devices, though when it comes to assists and DHCs, they’re almost a moot point given how fragile she is and how she’s become even more fragile and meter dependent due to system and character changes. Still, I would advice not using TK Trap as an assist; it’s rather wonky in its hit and activation detection.

Phoenix Wright (Partner)

Spoiler

Phoenix** Wright Assists:**

  1. Alpha – Paperwork (High) :m: (Shot) (Front :f: )
  2. Beta – **Press the Witness :m: **(Direct) (Front :f: )
  3. Gamma – (Low) (OTG) **“Get ‘em, Missile!” **(Shot) (Front :f: )

Phoenix** Wright to Chris DHCs:**

Chris to Phoenix Wright DHCs:

**General Tips and Tricks: **Another character I’ve yet to use, he certainly seems to have interesting assists, especially since he has the only low-hitting, OTG, seeming invulnerable projectile—as in the projectile itself—assist in the game. Speaking of invulnerability, Press the Witness assist seems to be outright invulnerable from start to finish when he’s Turnabout Mode, as I learned from one ragequitter.

Rocket Raccoon (Partner)

Spoiler

Rocket Raccoon Assists:

  1. Alpha – **Spitfire Twice :m: **(Shot) (Front :f: )
  2. Beta – **Claymore **(Shot) (Instant)
  3. Gamma – (Wallbounce) **Pendulum **(Shot) (Front :f: )

Rocket Raccoon to Chris DHCs:

Chris to Rocket Raccoon DHCs:

**General Tips and Tricks: **The last of the new characters I haven’t really used, in general, Pendulum seems to be the only assist of his worth using, especially given how obnoxiously small he is and how absurdly large the area it takes up is.

Ryu (Partner)

Spoiler

Ryu Assists:

  1. Alpha – **Shoryuken :h: **(Direct) (Tilt Up :uf: )
  2. Beta – **Hadoken :h:? **(Shot) (Front :f: )
  3. Gamma – **Tatsumaki Senpukyaku :h: **(Direct) (Front :f: )

Ryu to Chris DHCs:

Chris to Ryu DHCs:

**General Tips and Tricks: **Ryu’s assists, even in Hado Kakuksei, still seem to be somewhat mediocre. However, I admittedly haven’t tried much with him yet, so more testing is needed.

Sentinel (Partner)

Spoiler

Sentinel Assists:

  1. Alpha – **Sentinel Force (Charge) :m: **(Shot) (Tilt Up :uf: )
  2. Beta – (OTG) **Sentinel Force (Bomb) :h: **(Shot) (Tilt Down :df: )
  3. Gamma – (OTG) **Rocket Punch :l: **(Direct) (Tilt Down :df: )

Sentinel to Chris DHCs:

Chris to Sentinel DHCs:

**General Tips and Tricks: **Despite earlier claims that drones would be “nerfed” by being sped up, they seem exactly the same as they were in vanilla, so they are still the assist of choice when it comes to Sentinel assisting anything. This is especially true with Chris given that he doesn’t need OTGs.

At present, I don’t have any more insight in than that since I rather loathe this bucket of bolts and have never used him on purpose.

She-Hulk (Partner)

Spoiler

She-Hulk Assists:

  1. Alpha – (Low) (OTG) **Torpedo **(Direct) (Front :f: )
  2. Beta – (Crumple) **Clothesline **(Direct) (Front :f: )
  3. Gamma – **Somersault Kick+ :m: **(Direct) (Tilt Up :uf: )

She-Hulk to Chris DHCs:

Chris to She-Hulk DHCs:

**General Tips and Tricks: **The girl Hulk still possess the only crumpling assist in the game (that has any distance), though how viable for that is Chris is rather arguable, even if Jen’s other assists are kinda meh (at least for Chris); despite being an anti-air, Somersault Kick doesn’t go nearly height enough and Torpedo isn’t fast enough to OTG—not that Chris needs that, he just isn’t mobile enough to take advantage of its low-hitting nature like Spencer is either.

Team** Building****, Page 6**

Shuma-Gorath (Partner)

Spoiler

Shuma-Gorath Assists:
[LIST=1]
[]? - (OTG) **Mystic Ray :h: **(Shot) (???)
[
]? - Mystic Stare :l: (Shot) (???)
[*]? - Mystic Smash :l: (Direct) (???)
[/LIST]
Shuma-Gorath to Chris DHCs:

Chris to Shuma-Gorath DHCs:

**General Tips and Tricks: **Mystic Ray seems be the only assist worth using since it hits the whole screen in front of you and Shuma appears behind you. However, he takes about a real-time second to actually fire it and it tends to scale damage heavily.

Spencer (Partner)

Spoiler

**Spencer Assists: **

[LIST=1]
[]Alpha - Wire Grapple (Horizontal Shot) (Shot) (Front :f: )
[
]Beta - **Wire Grapple (Slant Shot) **(Shot) (Tilt Up :uf: )
[*]Gamma - **Armor Piercer **(Direct) (Front :f: )
[/LIST]
Spencer to Chris DHCs:

Chris to Spencer DHCs:

**General Tips and Tricks: **The man with Bionic Arm is as odd an assist character as he is on point. Despite being projectiles technically, his Alpha and Beta assists do practically not damage by themselves, merely grounding the opponent for you. Still, they have nice range and tend to enable combos that would otherwise be difficult or impossible with other assists; all his assists have lengthy recovery should they miss, though.

Spider-man (Partner)

Spoiler

**Spider-man Assists: **

[LIST=1]
[]Alpha - **Web Ball (Strength?) **(Shot) (Front :f: )
[
]Beta - **Web Swing (Strength?) **(Direct) (Front :f: )
[*]Gamma - **Spider Sting (Strength?) **(Direct) (Tilt up :uf: )
[/LIST]
Spider-man to Chris DHCs:

Chris to Spider-man DHCs:

**General Tips and Tricks: **Much like the unfortunate Mr. Parker himself, Spider-man’s assist leave little to be desired. They all tend to have very little hitstun or priority, to the point where they’re more for resetting characters more than continuing combos. As Chris is not a character with a command grab, this means he benefits very little from Spider-man’s assists.

Storm (Partner)

Spoiler

**Storm Assists: **

[LIST=1]
[]Alpha -** Whirlwind :h: **(Shot) (Front :f: )
[
]Beta - (OTG) **Double Typhoon :m: **(Shot) (Tilt up :uf: )
[*]Gamma - **Lightning Attack **(Direct) (Tilt up :uf: )
[/LIST]
Storm to Chris DHCs:

Chris to Storm DHCs:

**General Tips and Tricks: **Despite not being a full-screen projectile, Whirlwind remains the one of the highest priorities special projectiles in the game regardless of what strength you use, the button only determining the length it travels & the amount of technically individual whirlwinds that pop up that increase Storm’s recovery. As such, it tends to be the best bet, especially since it gives Hailstorm as part of the THC; Hailstorm being arguably the best super into DHC or THC with in the game.

Double Typhoon is…arguably the worst attacking assist in the game, if only because of the sheer start-up of it making it difficult to use in anything but a combo situation. Even then not all characters can juggle characters that close to ground for the full two seconds it takes to come out. While Chris is one of them, he can’t really take advantage of the height that Double Typhoon blows them up to, so it’s still not worth it.

Lightning Attack is more usable, but it has three significant faults working against it in that it doesn’t go high for Chris’s anti-air tastes as it only goes to normal jump height, Storm has high “priority” in front of her where the lighting sparks but is otherwise vulnerable until she lands and it gives Lightning Storm as the THC, which is markedly inferior to Hailstorm. Stick with Whirlwind.

Strider Hiryu (Partner)

Spoiler

Strider Hiryu Assists:
[LIST=1]
[]Alpha - **Ame-no-Murakumo :m: **(Direct) (Front :f: )
[
]Beta - Gram :m: (Direct) (Front :f: )
[*]Gamma - **Vajra **:h: (Direct) (Tilt down :df: )
[/LIST]
Strider Hiryu to Chris DHCs:

Chris to Strider Hiryu DHCs:

**General Tips and Tricks: **I haven’t really touched Strider, but Vajra :h: tracks, seems safe on block, has decent stun on the ground **and **ground bounces if catches anyone mid-air. Yeah…it’s kinda dumb. Abuse it maliciously.

However, it should be noted that his Alpha assist wallbounces and his Beta assists ground bounces regardless of where it hits. Strider is rather…bouncy.

Super-Skrull (Partner)

Spoiler

Super-Skrull Assists:
[LIST=1]
[]Alpha - (OTG) **Stone Smite **(Direct) (Front :f: )
[
]Beta - **Orbital Grudge **:m: (?) (Direct) (Front :f: )
[*]Gamma - **Tenderizer :h: **(Direct) (Tilt up :uf: )
[/LIST]
Super-Skrull to Chris DHCs:

Chris to Super-Skrull DHCs:

**General Tips and Tricks: **Stone Smite is one of the slower assists and thus one of the (many) slow OTGs. However, since Chris doesn’t need any help in the OTG department, there’s no real reason to talk about it, though it does do a decent chunk of damage and wall bounce. This leaves quick & safe but rather moderately damaging Orbital Grudge that doesn’t do much in the way of anti-air anything and the quite unsafe & lengthy Tenderizer that is still potentially worth using if only because it pins or hit people long enough for you set them ablaze with Incendiary Grenade and/or other ordinance.

Taskmaster (Partner)

Spoiler

Taskmaster Assists:
[LIST=1]
[]Alpha - **Aim Master (Horizontal Shot) **(Shot) (Front :f: )
[
]Beta - **Aim Master (Parabolic Shot) **(Shot) (Tilt up :uf: )
[*]Gamma - **Aim Master (Vertical Shot) **(Shot) (Upward :u: )
[/LIST]
Taskmaster to Chris DHCs:

Chris to Taskmaster DHCs:

**General Tips and Tricks: **The rather…forward Taskmaster has assists there are entirely projectiles and all worth using. It should be noted, though, that Parabolic Shot only goes to normal jump height while Vertical Shot hits super jump height as its apex before dipping down.

Thor (Partner)

Spoiler

Thor Assists:

[LIST=1]
[]Alpha - **Mighty Spark **:m: (Shot) (Front :f: )
[
]Beta - **Mighty Smash :m: (?) **(Direct) (Tilt up :uf: )
[*]Gamma - **Mighty Strike **:m: (Direct) (Tilt up :uf: )
[/LIST]
Thor to Chris DHCs:

Chris to Thor DHCs:

**General Tips and Tricks: **It’s arguable whether Thor or Chris can even function well on the same team since they’re both point characters, though Chris is a lot more forgiving about not being on point than Thor is. This isn’t to say that Thor’s assists are bad, just that he **really **needs assists himself even if he’s a lot better than people tend to think. Anyway, Mighty Strike assist isn’t really worth using, even though it should technically plow through projectiles like every version of Mighty Strike did–if it was Mighty Strike :l:, even with its recovery it would be a lot more viable. So that leaves Mighty Spark, which can be ducked and has rather significant though usable start-up and is still a vaunted beam assist, and Mighty Smash, which is rather short range, but ground bounces if it hits. If you’re not using Thor on point, then you’re already taking risks, so…hemlock or mistletoe? Pick your poison.

Team** Building****, Page 7**

Trish (Partner)

Spoiler

Trish Assists:
[LIST=1]
[]Alpha - **Trick “Hopscotch” **(Shot) (Tilt down :df: )
[
]Beta - **Trick “Peekaboo” **(Shot) (Tilt up :uf: )
[*]Gamma - **Low Voltage :h: **(Shot) (Front :f: )
[/LIST]
Trish to Chris DHCs:

Chris to Trish DHCs:

**General Tips and Tricks: **Despite the directions given, Hopscotch is basically an entirely vertical, super-jump height reaching anti-air, even if it is only moderately paced and a single hit. This compared to Peekaboo, which stays fixed and semi-hidden at standing height until someone literally touches it to trigger it. Peekaboo generally sees the most use of Trish’s assists, but they’re all usable.

Tron Bonne (Partner)

Spoiler

**Tron Bonne Assists: **

[LIST=1]
[]Alpha - Bonne Strike :m: (Direct) (Front :f: )
[
]Beta - **Gustaff Fire **(Shot) (Tilt up :uf: )
[*]Gamma - **Bandit Boulder **(Shot) (Front :f: )
[/LIST]
Tron Bonne to Chris DHCs:

Chris to Tron Bonne DHCs:

**General Tips and Tricks: **Gustaff Fire is no longer invulnerable and Bonne Strike might no longer glitch-kill Phoenix trying to turn into Dark Phoenix. I’ve not really kept up with Tron and considering she’s the character who arguably got the most all over the place changes sans Iron Man…

Vergil (Partner)

Spoiler

**Vergil Assists: **

[LIST=1]
[]Alpha - **Judgment Cut **:m: (Shot) (Front :f: )
[
]Beta - **Rising Sun **(Direct) (Tilt up :uf: )
[*]Gamma - **Rapid Slash **(Shot) (Front :f: )
[/LIST]
Vergil to Chris DHCs:

Chris to Vergil DHCs:

General Tips and Tricks: All Vergil’s assists get powered up by his Devil Trigger.

Viewtiful Joe (Partner)

Spoiler

Viewtiful Joe Assists:
[LIST=1]
[]Alpha - **Voomerang :l: **(Shot) (Front :f: )
[
]Beta - **Groovy Uppercut :m: (Direct) (Tilt up :uf: )
[*]Gamma - (OTG)
Shocking Pink **:l: (Shot) (Tilt down :df: )
[/LIST]
Viewtiful Joe to Chris DHCs:

Chris to Viewtiful Joe DHCs:

**General Tips and Tricks: **While Joe’s first two assists are rather part for the course, Shocking Pink is the most unique and erratic projectile in the game, not hitting until it explodes, which takes a full two seconds. It can also (still) hit the person it’s assisting even if it can’t hit Viewtful Joe himself now.

Wesker (Partner)

Spoiler

Wesker Assists:
[LIST=1]
[]Alpha - (Wallbounce) **Ghost Butterfly **(Direct) (Front :f: )
[
]Beta - (Low) (OTG) **Samurai Edge (Lower Edge) **(Shot) (Tilt down :df: )
[*]Gamma - **Jaguar Dash **(Direct) (Front :f: )
[/LIST]
Wesker to Chris DHCs:

Chris to Wesker DHCs:

**General Tips and Tricks: **It’s rather fitting that two enemies don’t work well together, with Wesker’s only worthwhile assist of Samurai Edge being a projectile that character that probably has the most OTGs in the game doesn’t need and Wesker’s actively attacking Level 1 being nothing to right home about. Also rather fitting that Albert would be a selfish bastard about it since, while he doesn’t help out Chris, the speed-up all of Chris’s specials received should make Chris’s Beta Gun Fire assist more “beam-ish” to help Wesker rush down.

Ghost Butterfly–his :qcf: + :m:–might be useful for Chris since it wallbounces, but with the Magnum changes…yeah. Jaguar Dash is difficult to use and only really good for resets or awkwardly extending into Flame Thrower in my experience.

Wolverine (Partner)

Spoiler

Wolverine Assists:
[LIST=1]
[]Alpha - **Tornado Claw **:m: (Direct) (Tilt up :uf: )
[
]Beta - **Berserker Slash :m: **(Direct) (Front :f: )
[*]Gamma - Berserker Barrage :m: (Direct) (Front :f: )
[/LIST]
Wolverine to Chris DHCs:

Chris to Wolverine DHCs:

**General Tips and Tricks: **While Wolverine was pretty much always an point character in vanilla and will probably remain so in UMvC3, it should be noted that Berserker Slash still seems to have retained its invincibility as an assist; it was probably overlooked simply because he **was **always the point character. It may have been just my imagination, though, and as such it needs further testing.

X-23 (Partner)

Spoiler

X-23 Assists:
[LIST=1]
[]Alpha - **Neck Slice **(Direct) (Front :f: )
[
]Beta - (Low) (OTG) **Ankle Slice **(Direct) (Front :f: )
[*]Gamma - **Crescent Scythe **:h: (Direct) (Tilt up :uf: )
[/LIST]
X-23 to Chris DHCs:

Chris to X-23 DHCs:

**General Tips and Tricks: **Despite its misleading menu direction, Ankle Slice both hits low and OTGs (despite it being the uncharged version). I am currently aware if the speed-up to charging of Ankle Slice has affected its assist version since I’ve yet to touch Laura in UMvC3. Regardless, it’s still probably the only worth using as Neck Slice tends not to stun enough and Crescent Scythe is suicidal for Laura despite still not going high enough for Chris and having good “priority”.

Zero (Partner)

Spoiler

Zero Assists:
[LIST=1]
[]Alpha - **Ryuenjin :h: ** (Direct) (Tilt up :uf: )
[
]Beta - Hadangeki :m: (Shot) (Front :f: )
[*]Gamma - **Shippuga **(Direct) (Front :f: )
[/LIST]
Zero to Chris DHCs:

Chris to Zero DHCs:

**General Tips and Tricks: **While like Wolverine, Zero was pretty much always a point character, the use and viability of Zero’s assist was at least somewhat used in vanilla with Shippuga. Under the effects of his “Soul Body” clone super Sougenmu, Zero’s assists become even better and more obnoxious, though arguably this only really benefits the somewhat sluggish projectile of Hadangeki, especially when it comes to Chris.