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

I’ve been running Chris, Dorm and Doom. Dorm’s pillar assist, I forgot the name, does Chris wonders in covering his problem areas. I only wish the pillar assist would track like Blackhearts ice pillar in MvC2 HAHA! I like Chris on point to build meter for Dorm; however, Chris is prone to getting rushed down pretty bad on point without a GTFO assist.

Wow, I didn’t even know to check for that kind of thing, never even crossed my mind. I just went through damage and combos, sorry for the false info. That’s a really great find though, thanks a lot for that. I got my hidden buff, haha. I wonder what that means for Chris though. I can see flamethrower into H or L grenade to keep zoning pressure, since it doesn’t push back too far or give you huge frame advantage, so people would just keep on coming after one, but how about combos and resets? Haven’t tested it yet, but I’m thinking flamethrower at the end of a combo, and instead of just call assist and go for an air throw, you could cancel into L grenade and probably still have time to air grab them. Coupled with an assist, it could cover both forward techs and backward or neutral techs very well. I really like this change, gives me some new motivation to fight with Chris.

Thanks a lot again Gc_Yoshi.

The Damned, I PMed you (or started a conversation, whateva) about the typos.

As for my team, Chris/Frank/Doom. I can taste the rage every time the cart pushes my opponent away. Plus, I found a Chris to Frank DHC that gets him to lvl 3. Doom is currently filler, although I do like him.

(Yeah, I saw the post as soon as I logged on. Thanks. Sent one back.)

Ugh. That took way longer than it needed to, partly because Word refused to cooperate at all this time. Still, I’ve finally all (initial) typos and spacing problems in The Basics sections should be fixed now. I’ve yet to change over Flamethrower because I’m still trying to decide what to do with and say about the 1.01 change as well as trying to find others; section has a note now, though.

(Related to changes, either Explosive Grenade doesn’t explode when you tag out any more or I deceived myself even though I could have sworn I tested it multiple times. I went back to to vanilla to see if it explodes there and it doesn’t. See either it only exploded in 1.00 UMvC3 or it was an illusion. Regardless, its mention has been excised from both grenades sections if anyone was wondering/noticed.)

Additionally, everything after Sweep Combo has a more proper commentary now and there now exists a “General Strategy” section in post #13 since I chose to break up what I had written under Match-ups into that and the testing stuff; the Match-up section still needs to be proofread in more detail, but that’s not happening until Saturday at the earliest.

Regardless, everything else should be gone over by the end of this weekend, though I’m still hesitant to post anything in the opponent section since there’s no official, complete change log for what the hell was in 1.01, so I’m not sure what changed for some characters. I’m going likely to have do quite a bit of research just to still miss things…

Merry Christmas fellas. Hopefully Santa gave y’all some boulders. You know what to do.

Vergil is most definitely one of Chris’ worst matchups with a good horizontal assist, especially cold star and trick shot. Against a good Vergil they will never naked teleport…NEVER! Also, I do agree that fire grenades are awesome against teleporters. However I believe the assists that allow him to get the fire grenades out with no fear are drones and hidden missiles. I honestly do feel that drones are def Chris’ top 3 in regards to assists. It stops ground movement and forces people to jump where Chris imo excels with air grabs (one of the best air throws in the game).

Id like to give more of my thoughts after almost two months of play. However its christmas eve! Have a good one people!

Sent from my SAMSUNG-SGH-I777 using Tapatalk

just picked up chris a couple of days ago and im loving the buffs he got, just have a few questions.

is combination punch H safe on block? and what specials leave him + on block or push ppl too far away to punish?

what is his shotgun useful for?

Are any of his hypers capable of beating out other hypers if you activate them on reaction? basically if someone throws out a random hyper can i do anything about it.

Combination Punch H is -20 on block, so it’s definitely not safe. Although Chris has several special moves that leave him at positive on guard (Combination Punch L/M, Shotgun), unfortunately many of those have long startup frames, which allows your opponent to easily interrupt your attack. Unless you have an appropriate assist to alleviate this (such as Sentinel’s Drones), it’s best to end all your attacks with standing H, as if leaves your opponent far enough for them to throw you. Plus, it’s -2 on guard.

It’s deals tremendous chip damage, leaves you at huge frame advantage, which you can follow up with an assist attack/cr.L/throw mixup, and applies pressure to cornered opponent, giving you an opportunity to play reactively and punish accordingly. Definitely try to incorporate Shotgun in your mid-to-close range game.

You can counter most invincible level 3 hypers that have long active/recovery frame animation with Satellite Laser. In general, his level 1 hypers aren’t well designed for punishing on reaction like Hawkeye or Doctor Strange. You can sometimes cancel out projectile-based hypers with Grenade Launcher, but typically those hypers become active much faster than Grenade Launcher, which takes 19 frames to startup. Otherwise, all of his hypers seem primarily designed for combos because they deal more damage than most character’s hypers and they set up nicely to DHC (or THC, whatever it’s called) in your second character.

how does the invincibility on his lvl 3 work exactly? is he invincible only on start up or longer?

He’s invulnerable throughout startup and a little while after, but before the cursor appears. 35+7 frames of invincibility, to be exact. I believe the cursor comes out at 35+14 (I can’t remember, and the guide is, like, away from reaching distance).

Do we have actual frame data, well obviously you do HAHA, but has anyone posted Chris’ frame data online. I would really like to take a look at it, and I’m also too lazy to go buy the guide. If I had it I would have posted it myself.

I do believe each shot of his level 3 has invincibility for a certain period of time. So if you do botch punishing with/comboing with the first shot of his level 3. You can sit and wait on an opponent to try and hit you after the first shot, and use invincibility to counter with a 2nd shot provided you aren’t still in recovery from the first. I’ll try to post an example of this soon.

Edit
After experimenting with this some more. It seems that a delayed first shot has invincibility on it, but the 2nd and 3rd may or may not. I did manage to have a 2nd shot hit Dormammu out of Chaotic Flame on my first attempt, but every other time it seems to trade. So I am now confused as to how the invincibility works

People who worked on the guide frequent the forum, so posting full frame data is generally considered something of a party foul. It’s only $20 and is seriously worth every penny.

That said, the only even slightly safe block strings he has ends in either standing H or light boulder punch, both of which leave you vulnerable to throw. Spaced properly, standing H can indeed be safe.

Shotgun can be a good tool, if you use it right. It’s one of his more effective ways of covering that normal jump space. So, on air-dashers or characters that rely on jump-ins, it can be quite effective. But again, you have to space it and time it properly. Jumping shotgun is amazing. It’s a great way to move forward safely and it keeps the opponent on the ground. The blockstun is incredible and gives you enough time for a mixup (the “mixup” being cr.M or throw). If you’ve superjumped, shooting a normal gun down and cancelling into shotgun can be a great way to ensure that you’ll be face to face with frame advantage when you land.

Ahh ok, I wouldn’t want to be THAT jerk HAHA. Thanks for the info, I’m really trying to make Chris work, and the forums seemed to have picked up, thankfully. I should snag that guide.

I’ve tried getting some of these to work (with Phoenix Wright, Vergil, Dante) but most of the time, they get up after the M grenade explodes. I’m cancelling the grenade when Chris yells “suck on-.” I’m doing your setup after an air series in the corner.

During the UMvC3 panel at EVO, the developers stated that one of the possible changes they were going to make for Chris was to increase the recovery on his Gun Fire L/M/H. They scrapped that in the final build, right? I’m looking over the frame data (I own both guides)… and they’re practically identical, except for slight damage reduction on Shotgun and slight damage increase in Machine Gun. Am I missing something here?

Prolly not, Im guessing they scrapped the idea, like when they said they were gonna give akuma a demon flip grab.

On a different note been MIA for a very long time, got tired of chris and explored a bunch of different characters, now Im playing sentinel/trish and Im looking for a good point character so I decided maybe its time to give chris a 2nd go. Unfortunately Im in school now so I can only theory fight until friday when I get a chance to play at the ottawa meetings. So what do you guys think about this team on paper? It would be chris(machine gun)/Sentinel(drones)/Trish(peekabo).

Finally, heres some chris footage I saw yesterday(that got me thinking about picking him up again) [media=youtube]HQWbBofx3l4[/media] in a bit of a rush so I can’t post time stamps, but there are two people who were running chris to good effect.

I used to run Chris (Gun)/Trish (Peekaboo)/Sentinel (Drones) and still consider using it today. It’s a really strong team since Drones is great for zoning/pressure/chip and peekaboo is a problem that has to be dealt with, which is great to have. This team can also rack a million damage with two bars, and Trish with Drones is a really good combination. I think you should really put in some time to explore this team. It has a lot to work with. Hope this helped out.

Jak I like the sound of your Chris/Trish/Sent team because it has good versatility. Peekaboo will help you defend against rushes, while sent drones will help pin down a character in the corner allowing you to lob fire grenades freely. It looks like you’re going to have a chip/zone team because you won’t have many ways to open up opponents, so I would recommend that as your strategy.

I played with the Ottawa guys last Friday and they were impressed by Chris’ ultimate buffs. Best of luck to you!

People probably know this but whatever… but on incoming characters you can do a J. M, wait till he has almost touched the ground (Chris), j. S, Combination punch H into combo of choice. His J. S hitbox hits so much higher than it looks like it should. This gives him a legit throw-j.m 50-50 into serious damage on incoming characters. I have been using this for awhile and it works like a charm. People always expect Chris to throw if he is coming at you then they get bopped and are like :wow: