I have Chris as my anchor now and I gotta say, it’s pretty awesome. OTG into magnum or Sweep Combo is wonderful to have.
Hey all,
It’s been a long time since I’ve contributed to the Chris board. I used him heavily and posted what I learned during the early months of MvC3 until I left him by the wayside. His game play just didn’t seem viable back then and other characters did his job far more efficiently.
But now that UMvC3 has dropped, I think it’s time I dredge him up.
Like Felinoter mentioned, I think with the universal increase in hit stun decay across all attacks, top with assists now contributing to said hit stun decay, a lot of my assist combos no longer work. But, after spending some time in training mode, and looking at the official guide, my early hunch is that assist combos aren’t as pertinent unless you want to find a way to combo Grenade Launcher into Flamethrower xx Sweep Combo in the corner or whatever. Part of why Chris needed assists for combos in MvC3 in the first place was because he couldn’t OTG into his supers so easily. Now that he can cancel his Gun Shot H into Sweep Combo, he’s become a lot more self-sufficient. I think that now makes choosing characters solely to assist his zoning game and/or cover his gaps more plausible, without having to sacrifice huge combo potential.
For now, I’ve settled with using all the combos listed in the official guide, which are just variants of his Combination Punch H, wave dash twice, Gun Shot H xx Combination Punch H. They do good damage; carries the opponent into the corner; builds enough meter to end in a hyper combo; and is easily confirmable into Satellite Laser.
I like that his combos off throw are much easier to perform in UMvC3. At first, I was doing throw, Gun Shot H, s.L-M-H-S, super jump, M-M-H-S, land, and so on… but now I just use aforementioned Combination Punch H, wave dash twice, Gun Shot H xx Combination Punch H formula because it does more damage (and probably builds more meter, too).
Would you guys be interested in seeing all the combos listed from the official guide in video format (nice HD-quality, too)?
Chris combo with my team:
cr.m, cr.h, s.f+h, S, sj.m, sj.m, sj.h., sj.s, land and air SMG, S, sj.m, sj.m, sj.h, S, land, call Strider Vajira, air magnum, M grenade, assist hits, do grenade launcher.
Optional follow up is flamethrowerxxsweep combo. All together does about 900k.
All my BnBs with Chris are intact miraculously.
That’s because you use Slant Shot with Spencer as your assist, right? Lucky you.
My main BnB with Chris was pretty much just:
c.M, s.H, f.H, S, j.M, j.M, j.H, j.S, machine gun otg, s.H, S, j.M, j.M, j.H, j.S, spencer assist + otg c. H, Grenade launcher super, S+ call sentinel assist, S, b.H, Sweep combo.
surprised that still works. The timing on the spencer assist in conjunction with the crouching H is a bit tighter though, but the S,S, machine gun otg is more reliable now for some reason.
for what this combo looks like you can check out here at around 13:10 http://www.youtube.com/watch?v=sNc9YGrbXPs
it may be vanilla but the exact same combo works.
Ah, very nice Yoshi. I used a similar combo with Dante’s Jam Session assist in vanilla that allowed me to combo Grenade Launcher into Sweep Combo, but it no longer works in Ultimate for aforementioned reason. Nonetheless, cool stuff.
Folks, I put all the combos listed in the official guide on YouTube. Check it out. The only combo I wasn’t able to perform was the very last one. Supposedly, you can connect Sweep Combo after Satellite Laser, but I’m unable to do it in that particular combo. Either the timing is very, very strict due to hit stun decay, or I suck (possibly the latter). However, I’m able to connect Sweep Combo after a raw Satellite Laser or in a combo with less susceptible hit stun decay (basically just doing one rep of Combination Punch H instead of two).
thank a lot lord zaldivar! nice to see the different combo starters and ranges that chris has when solo. next time can you include damage and meter build data?
there were 3 combos worth looking at in detail:
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at the 2:00 mark that combo uses 2 ground bounces, the jumping magnum starter and another in the middle of the combo?
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the combo right after that has 2 standing magnums that had hard knockdowns properties. the first uses a wall bounce into hard knockdown and the second goes straight into a hard knockdown. ultimate chris’s standing magnum was not suppose to be able to cause a hard knockdown after a used wallbounce.
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earlier in the video starting at :30 you can also see chris using 3 standing magnums and the opponent flips out after the last magnum.
*i mentioned in another post that chris’s vanilla 4x magnum combo (standing magnum,jumping magnum,standing magnum,jumping magnum) still works but only on some characters (phoenix wright,nova) but not others (sentinel) because they’ll flip out of the 2nd standing magnum.
so can anyone explain to me what is up with chris’s magnum properties in this game?
(Wow, just doing a couple of those assists was ridiculously tedious. Have to find out a better way to format that…)
I tried to snag the guide for this game for this thread, but apparently the Gamestop I went to didn’t have it at all. Hunh. Anyway, I’ve “sided” with Karsticle to not post frame data and such from the guide in this thread until a couple of weeks after it’s been out.
However, in the meanwhile, I’ve actually gotten off my lazy ass and changed & added some things:
[LIST=1]
[]Added Incendiary Grenade’s change to the vanilla changes.
[]Added the increase to Shot Gun’s distance to vanilla changes.
[]Added the slight weakening of Combination Punch Light’s stun to vanilla changes.
[]Fixed my error of saying that Combination Punch Light needs you to press :l: twice since…I’m an idiot for even saying that.
[]Fixed a slight error that came with my copying and pasting that vanilla change list from Dapuffster originally.
[]Added assists for every character under Shuma-Gorath inclusive. It should be noted here that I still have not downloaded Shuma-Gorath, though. Also, that, though this is a good deal more obvious, I don’t use every character, much less near proficiency to be the absolute voice on this matter.
[/LIST]
In effort to get people talk about more than combos–without even saying what full teams people are using with Chris–here, I’m going to try fill in that “A Word” under Match-ups with actual Chris Redfield stuff by the time that the weekend is over. So I have to ask people the obvious question even though I already have an idea what I’m going to write: **What would people like to see there? **
Also, how do people feel about the (tentative) format for the assists presently?
Hey cambosam. It’s been a while. Still using Chris and Haggar? Anyway, the official guide provides damage/meter surplus, so I’ll append it within the description of the video in text. =]
According to the guide, his standing Magnum now has both a wall bounce and hard knockdown. I guess the way that it works is: if you’ve used up the wall bounce, you instead get a hard knockdown. However, if you’ve used up the hard knockdown, the opponent will air recover after the Magnum hits unless you close that tight gap with a well-timed assist.
@TheDamned: It’s a little too early for me to provide information on “A Word” under Match-Ups. I haven’t tested my stuff against actual opponents yet. So I’m just going off what I learned during MvC3. You may want to mention that using Chris is a lot like using a Street Fighter character. You pelt your opponent from afar (like you’re Sagat); use his appropriate normals when you have the spacing down so that you’re not as vulnerable (like playing footsies with Ryu to maximize his cr.MK or sweep); and try to utitlize his throws because they lead to high damage output potential (well, Street Fighter characters don’t generally combo off throws, but maybe think like Yun’s or Fei Long’s flip except better… you get what I’m saying).
You’ll certainly want a section on using Prone Shot to avoid mix-ups against particular characters. The official guide mentioned that getting up from Prone Shot is treated like a knockdown, so you’re invincible for the amount of frames it takes to get up from Prone Shot (which is around 10). I’m working on a short video that demonstrates this in practical situations. But yeah, this might be something to highlight if it’s viable.
As for the assist format (under team building, right?), I think it’s fine. You basically just want to provide how the assist is (or isn’t) compatible with Chris’ overall game play. Is the assist useful for a particular match-up? Does the assist aid in extending combos? Can the assist provide a way to set you up for a free mix-up? Does it cover gaps in his zoning game? Those are some the questions that should be address in each assist section.
Hey everyone. I’m new to the forums here but I’ve been playing Chris since Vanilla’s release and I figured I’d introduce myself since Ultimate’s here and everyone’s ready to kick a little more butt with Chris than the last version.
I’m currently testing out the new characters (mostly their assists) and I’ve come across an interesting one in Iron Fist’s Gamma Assist, ‘Rising Fang’. It comes out quickly and its trajectory is right at regular jumping/air dashing height. I was wondering if anyone else has seen this as a potential defensive assist for Chris, since it also causes a wall bounce. I’m not particularly interested in Iron Fist as a character for a few reasons, but his assist might be worth testing out.
I’m also pretty unsure about its properties, but after testing it out in training mode, I discovered that the distance between your opponent and the wall may have something to do with it. I tried the 4x Magnum combo from max range, and then as close to the wall as possible, and the results varied. From far, they seemed to flip, but from close. I scored a hard knockdown. I’ll mess around with it a little more tonight though.
I’ve been using this and lightning legs assists and they seem to work really well with him. Now, neither is godlike by any means, but they both fill in gaps in Chris’ game and they’re both useful on offense and defense (rising fang controls the jump height arc in front for covering approach and, for stuffing jump-ins and air dashes, and lightning legs is a great way to slow down people who are chasing you and it’s amazing for keeping on pressure). And since both Iron Fist and Chun benefit from Chris’ gunfire and each other’s assists, so much the better.
It’s a team I really like and intend on making work. Now to just not be terrible…
a change to the game engine that has help chris tremendously is the inability to block during an airdash for other characters. this alone makes his landmine much more effective. before characters like magneto who has the most insane high low mixup in the game can just airdash in, block landmine, and continue his high low mixup.
Speaking of game engine changes, does Chris have a reliable way to combo after a Team Aerial Counter, now that they are no longer invincible when they fall off after the wall bounce?
I blame capcom for watered down Chris.
haha an air dash and double jump would have been so goofy but so godlike.
I found out something cool with Chris/Nova today. When Nova’s Centurion Rush assist hits an airborne opponent, it causes a ground bounce, but it does this while ignoring any previous ground bounces, so you can do 2 ground bounces in one combo (sorry if this is old tech in the Nova forums, probably discovered on day one but whatever). So you can do a magnum relaunch combo with chris, then call nova assist while doing an otg pistol, nova hits and causes a ground bounce and you can do whatever you want. I like doing a magnum relaunch combo into OTG + nova assist then cancel the OTG into sweep combo super, nova hits at the exact moment as the second knife hit and you can do the full damage for the sweep combo. DHC into nova, and you have a really easy to do 900K combo.
If you have the extra meter and want to do even more damage you can also do a full grenade launcher super in the corner with this assist, which of course leads to more fun followups.
I’m really liking Chris with Nova, if you guys couldn’t tell.
Goddam around airdash and Grenade launcher super fully connecting against airborne/OTG targets.
How does everyone feel about Chris being an anchor?
Never tried it before, but I think he works best with assists. He can do massive amounts of chip in level three x-factor, but it won’t be easy to land those guns or flamethrowers without assists, so I prefer him in the front. also, it might be hard for Chris to deal with a rushdown character and an assist backing them up when he’s all alone, so if you ever lose two characters quickly, it could be a bad situation for Chris to deal with, even in level three x-factor.
Land a magnum. proceed to destroy. If it’s a matchup he has at his favor he will anihilate them with chip damage.
GOD DAMN IT I knew I recognized your name. FUUUUU I was at the tournament this saturday.
You are correct about the air dash nerf making his land mine more viable.