I was thinking the same thing. I was thinking of using him to partner with my Dormammu. Gun Fire helps me out since it doesn’t knock back for teleport crossups.
Yeah, it’s great for teleport characters since it’s a essentially a smaller unibeam, but the thing is, there are other assists that can fill that role, like drones, plasma beam, taskmaster arrows, and now hawkeye’s arrows, but there aren’t many characters who can fill Chris’s role as a point character, in my opinion, but it all depends on how your team works and what characters you feel comfortable with in what spots.
You are so right. I’ve been using Doom Beam, but I mess up with the crossups because of the knockback. I know Chris is excellent on point.
yeah i was there i’m trying to it make out to more tournaments in the nyc area on the weekends from now on especially because i think chris is a much better character and can be a part of a much better team this time around. i even think he’s can be very high tier based on which assists he has.
that tournament was a no brainer since it was free. my chris was dominant but i needed more time to get good with my anchor, strider and i didn’t want to use all old characters like the people that made it the furthest. i actually have no idea how to play that character yet besides xfc lvl 3 ourobors and random teleports. what team did you play as? did you main chris and will you be going to any other tournaments in the area? if you do let me know and if it’s on the weekend i’ll probably be able to make it.
I was just there to support my cousin, I didnt participate instead I was just goofing around and mingling. I believe I was the guy annoying you from behind in your first match I tried to get your attention but I believe you were pretty focused on the match so I figured it best to just shut up and let you focus. Watching Sanford lose on stream and then storm out declaring marvel to be random was hilarious.
mvc3 makes me salty as hell, so I know I wont do well. So I stick to contributing as much as I can to be honest.
Chris’ gunfire assist is still too slow. I’m trying to figure out the best way to have him deal annoying amounts of chip.
Chris deals absurd chip in XF. so I suggest:
Level 2 X Factor. You can chip coupled with an assist that stalls.
After playing awhile I have some ideas/tips/tricks or whatever you want to call them.
1.) Chris’ best position on a team is in the front. His worst position is anchor.
With meter building down by 10%, meter is a more valuable resource. Chris can still build excellent amounts of meter, both through chip and damage. Not to mention his high life can leave you with at least 1+ meter if you get your ass handed to you. This is further complimented by…
2.) His reset/mix-up game is incredibly vicious now thanks to cancel-able crouching H OTG.
After your normal BnB, instead of going into Sweep Combo, simultaneously perform down H OTG with an assist (in this case I use Spencer B). Make sure to cancel the H immediately into either M or H grenade. From there, attempt an air throw/low/whatever. Easy and safe mix-up. The grenade covers you in case your opponent guesses correctly. From there, assume a chip game by tossing out more grenades or following up with an offense.
3.) Chris’ changes compliment the original character, he is not that new. Don’t play him like he is.
Cancel-able jumping down H is a beautiful thing, but very rarely do you want to do more than 3 repititions of super jump, down H, magnum/machine gun without an assist backing you up. Chris is a primarily a ground-based zoning character and should remain that way. Establish some ground control before taking to the skies. This could mean throwing out H grenades and calling an assist (Sentinel a for me) before I assume the skies with some chip pressure.
4.) Use landmines sparingly vs. Vergil
He outzones you in nearly every regard with his normals. The only likely way he’ll get hit by a landmine explosion is if he teleports in front of you. Helmet breaker (his down H) will bypass the landmine explosion. Fire grenades is where it’s at against this guy. Also his teleport is highly unsafe and is fairly easy to react to, even online (assuming 4-bar latency). You can punish a lot of shit he does, so be patient.
5.) Watch out for Hawkeye/Doctor Strange tricks.
By tricks, I mean random supers. You can easily bait this by just doing a super jump but not do anything. Doctor Strange can easily X-factor his Spell of Vishanti super and transform it into a ToD via his air loop. Hawkeye can just gimlet. Be very careful when calling assists against these characters.
6.) Fire grenades > Wesker
Wesker establishes his dominance on the ground, which is where Chris establishes his dominance as well. Get a fire grenade out there ASAP and wave dash twice to go inside the fire. From there, throw more fire grenades. If he teleports around you, keep throwing them. The more fire puddles, the better. He doesn’t have a lot of ways to punish assists reliable (he can maximum wesker, but he’ll need more meter to DHC in order to make anything out of a happy birthday). Look for empty teleports to hit him with a crouching M or throw. Super jump keep-away won’t work on Wesker for long, so it’s best to stay on the ground. This strategy is also fairly efficient against Zero, but Zero has a lot more manueverability and fighting capabilities airborne.
7.) Fire grenades!
If it wasn’t made obvious by me already, grenade toss H is easily Chris’ best special. The fire puddles stay AFTER he is hit. Having numerous fire puddles on the stage makes moving difficult for your opponents. With the new way the fire puddles juggle, they can easily be followed with combos now. These are the moves to use.
Well that’s all for now.
^ Is it just me or did the Fire Grenade trajectory altered in UMvC3? In Vanilla when I get hit (not immediately but shortly after) after tossing a fire grenade the puddle drops right in front of me, but in UMvC3 the fire grenade seems to travel further out a lot quicker, so I eat a combo and not protected by the grenade. I know this is probably wrong but that’s how it seems to me.
with the lack of great gtfo assists, i agree that fire grenades are a must for chris against some matchups this time around. the problem is he needs to throw one and dash into it. that is almost 2 seconds. way too much time for a lot of characters to get in and maul chris.
if an opponent is determined to rushdown chris the moment a match starts there’s really nothing he can do about it in this game.
This probably comes from the move just being faster.
Yeah, basically your only option is just to have amazing defense. Lots of throws.
And seriously, how the hell to you deal with Trish? I can turn the floor into a goddamn lake of fire and I still have 0 answer to her. Is it just me or is Trish just Chris’ worst matchup?
I also love fire grenades a bunch. My team with Chris is Ghost Rider/Chris/Nova…I use him second still because his assist compliments Ghost Rider tactics rather well and the DHC options are decent. Nova centurion rush assist is a great quick overhead which is good for setting up corner unblockables whenever you get a chance over there. Pretty good.
works against jumping opponents if you can reach the corner, otherwise drops after 3rd hit
:qcf::h: dash :f: :qcf::h: dash j.:qcf::h: land :f::h: :s: j.:h::s: land :d::h: Sweep Combo ~ 819,400
seems to work against whole cast, delay inputs after :f::h: for Tron, shorties only works as anti air
not bad for 1 bar, not sure how much it builds
didn’t mean to double post, but also, as per one of Chris’ missions, when you succeed in a grab toward the corner (when you’re close to), you can use that combo minus xfactor for a nice grab reset
throw :d::h: :qcb::h: :d::h: :qcf::h: :l: jump and throw, if successful nets another grab and followup combo
I guess one thing that makes anchors so good is opening people up and punishing anything with a dead character. If the opponent blew his Xfactor then level 2 or 3 chris is pretty good. If not then dont bother. I usually try to mount an offense with chris, love flamthrower agains haggar and tron, need to put more synergy with other teammates, cant wait to do otg gun loops now
You can actually add another combination punch in there like you’re doing his bread and butter. By then, the hit stun makes them flip even quicker from the standing light. It’s worked everytime I’ve used it, usually after I’ve already landed a throw reset and am fishing for another.
I finally got around to uploading an example of how Chris can utilize his Prone Position to avoid cross-ups. This was taken from the guide, so I take no credit. Check it out below and let’s see if it’s something worth exploring.
[media=youtube]tfBK0rVJW94[/media]
nice video i read about that too in the “ultimate bible” but like your video mentioned, i can’t think of a way to use it in a real match. i won’t be able to hit lab for a while. can you find out if the getting up frames of prone position has invulnerability in the front too if done manually?
prone position is only 10 frames now, much faster than in vanilla so one idea that’s been mentioned before by a couple of people in vanilla is to end a block string in prone position and immediately get back up. it was too slow in vanilla but since it is much faster now, chris may be able to go into prone position and get back up with invincibility and frame advantage.
(Note to self: Combination Punch Light does still combo into Grenade Launcher. It just seems to need to be faster now.)
Ugh. Sorry about not updating in a while you guys. Between NaNoWriMo and being sicker than usual these past couple of weeks, I’ve not been updating this like I had wanted to. Good to see other people aren’t being lazy bastards like me.
I will try to at least finish updating assists (outside of some of the new characters because I’ve only really played around with Hawkeye, Nemesis, Ghost Rider and a tiny bit of Doctor Strange & Iron Fist) or putting up an actual Chris general information entry in place of that Dormammu one. Perhaps both, though the latter takes more precedence. I’ll also probably try to start on some of the more common match-ups like Wesker (grrr…), Vergil, Sentinel and Captain America.
If people want to help with the characters that I don’t play like Chun-li or Rocket Raccoon or just in general, then that’s great.
(Ugh, I meant to answer this as soon as I saw it on the 18th, sorry.)
Yeah, I get what you’re saying. I’ll try to put something like this in when I get around to it later on today.
I admittedly haven’t used Prone Shot much at all until a couple of days ago. I’m still used to it being bad (just like I was still kinda used to people being able to block mid air-dash until a week ago).
I’ll definitely watch the video you put up and give add it under the Prone Shot section.
Good to know I didn’t screw up egregiously with the ones that I did so far. I’ll try to follow that format more conspicuously for the rest of them, at least with the characters I’ve “touched” beyond Mission Mode, which is still quite a bit.
Presently, though, I’ve just been using Chris (Machine Gun)/Hawkeye (Triple Arrow)/Dormammu (Purification) online when not getting my ass kicked for trying to use Nemesis/Spider-Man/Ghost Rider. As such, I’ll definitely need input, though it’s not like input isn’t welcome in the first place.
I’m pretty sure that happened in the last game too. I remember that I thought it would be funny if Chris was facing the wrong way in prone, so I jumped over him, but he just got up. I could be making this up though. Anyway, I think that tactic won’t become the go-to defensive strategy for Chris, but just another defensive option for him, which is always good. I was also wondering the same thing about standing up manually and whether it has invincibility or not.
Any reliable way to combo into grenade launcher super just yet? I’ve been trying to use Chris/Ironfist/need a third, but I tried to do cr.m, st.h, f+h, s, j.mmhs, otg gunfire(m), s j.mmmhs, (call ironfist), cr.h(iron fist hits and wall bounces) j.magnum, land, magnum, medium grenade, grenade launcher, magnum, medium grenade, grenade launcher.
However the timing to do the grenades after magnum is so strict that I don’t even know if those works.
Well, there are a number of assists that make it possible (I use lightning legs, myself), but rising fang can do it in the corner(spencer’s slant shot is the only one I know of that can do it mid-screen). As you land, call rising fang and then just super. The ice grenade otgs, then rising fang wall bounces, then the up grenade hits and the rest connects. Since the 4th grenade fired hits last (as opposed to the up grenade which is shot second), you get a hard knockdown which you can turn into a reset attempt of an opportunity to keep the corner locked down. Also, the magnum-to-grenade-hyper loop doesn’t work anymore since magnum no longer causes a hard knockdown if it doesn’t wall bounce.
All of that said, you’re better off doing OTG gun, into the rising fang wall bounce, catch with flamethrower and do sweep combo. Builds more meter and does more damage.