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

thanks for the info! i think this should definitely work well with the chris team i’m workin on

Hey guys I am new to Chris. I have a few questions about Chris’s normals.

What is his best anti air?

What is his best air to air?

What is his best ground poke?

Anti-air? I don’t know… S maybe? His anti-air game is almost non-existent. Air throws are my only anti-airs, haha. At a good distance, flamethrower and shot gun work well for characters who jump towards you (especially the large ones) although I find flamethrower much more effective since shot gun has a deceptively narrow hit box.

Air to air, I’d have to say Jump M. You can do j.m>j.h>j.s and then continue the combo when you land. Jump M is also much faster the H but the angles are different so keep that in mind. Jump down H is pretty solid for jumping backwards as well.

Best ground poke is easily Crouching Medium. Best normal Chris has by a long shot. Super long range and is quick as well. This is your go-to normal but remember to use Crouching Light when you need a quick normal, like for punishes and such. It’s easy to get so used to cr.m that you stop using cr.l all together, but cr.l definitely has its spots. Poke wise though, always use cr.m. I’d go as for as to say abuse it.

Hope this helps.

-Shotgun

-Shotgun

-Shotgun

I haven’t been here in a long time.

Were my arm twisted to answer these questions, I would agree with what vsDenjin has said.

However, I would say seeking the answers to these questions is the wrong way to approach Chris. Your hits aren’t going to come from footsies as they would with a Dante or Wesker or something. Most of the time, it’ll be assists, throws and the judicious application of high explosives. Focus on your set-ups.

Completely agree. I wanted to say something to that effect but I didn’t know how to word it. Good stuff.

Best Anti- Air: there is no one specific. at right distances you can flame thrower or Shotgun. Otherwise I like to invite them into getting hit by a well timed Flame Grenade

Best Air to Air is Air throw.

crL for punishes crM for poking.

Chris best air to air is the optio select foward or back H, qcf H. He’ll either get a throw into combo or a H into magnum back to the ground into a combo.

One of chris best moves is his ground throw the range is almost the same as most other characters down L but faster than all of them. And unlike many characters he can kill off of his ground throw without xfc.

Some Chris logic.

Spoiler

http://i0.kym-cdn.com/photos/images/original/000/438/027/09b.jpg

http://i2.kym-cdn.com/photos/images/original/000/438/719/569.jpg

Its because he punches boulders.

How do you guys handle characters like Magneto or Dr.Doom when they’re constantly on top of Chris, I find that I can’t really get anything out in time when they’re up close.

Magneto: Lay down land mines. Most Magneto players will try to tri-dash on you and this is a good tool to use.
Doom: Not all Doom players are the same. His mobility isn’t as good as Magneto’s so you are better off blocking, laying down land mines and jump back gun fire.

I think both match ups lie in the assist they have. It’s most likely either Missiles or Drones for Magneto, in which case you have to stop those assists from coming out in the first. There isn’t an answer for Magneto with those assists locking you down, so you have to force him to find other ways to open you up or call assists. Prone gun shot is the simplest way to stop those assists from getting started. Like said above, land mines are good, but only if you can block after. Don’t go for counter hit mines as cross ups and foot dive will beat it. Back dash flamethrower is also good, but make sure not to corner yourself. The mines and flamethrower only work when you’ve conditioned the Magneto to try to get in without assists, as both options will get blown up by Drones and Missiles. Also, against Doom, block low. Hardly anyone tri-dashes high enough to even hit you with a jump light.

land mines and shotgun

I just need to use more landmines apparently. How do you start combos with Chris? Seems like he’d have no way to get in. And I may have asked this before, but how do you avoid throwing out accidental FlamGrens when you’re trying to Magnum shot from Forward Shot? I’m also curious about Chris with Dark Hole. It seems like disgusting things could be possible if Flamethrower was used in tandem with it.

Easiest way that I prevent accidental flame grenades while trying to forward shot > mag is to imput a half circle forward motion for the magnum instead of the usual qcf.

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That’s kind of genius :smiley:

Could anyone give some pointers on pulling off grenade/flame grenade into grenade hyper after a hard knockdown? I can consistently pull of most Chris tech but for some reason this staple continues to completely elude me.

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It has to be a specific set-up, it can’t be done off of any knock down. If you go to the video thread, there’s a video of a Chris solo combo and the following posts are all about landing the timing for the grenade into super.

Ah, I’ll be sure to check that out. I only ever attempt it after an air series>S in the corner but I always wind up shooting the hyper out right when they’re able to recover and block, or I get the grenade out only to have the timing be off and I get no juggle. Hopefully I’ll get it down later today.
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