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

So, I’ve been playing with Chris for a while and played on the idea of using specific assists and OTG Grenade Launcher after an air combo in the corner. Though doing this to large characters (Sentinel, Nemesis, Hulk, etc.) feels like it requires certain spacing that I have not achieved yet. I’ve tried super-jumping back during the air combo, which does work, however, flamethrower into Sweep Combo doesn’t work due to lack of initial range from Sweep. Will short back wavedash into assist+Grenade Launcher work?

The way I avoid that problem is with an assist when I launch. If I’m in the corner, the wall bounce from rising fang allows me to walk back a bit (and lay a mine) before I launch giving me the spacing I need. I would think that anything that keeps the opponent airborne long enough to take a step or two back (any wallbounce and probably most multi-hitting beams) would work.

What assists are you using specifically?

For me, I’m using Doctor Strange’s Eye of Agomatto and my sequence goes like so:

Launch, air combo, land (call Dr. Strange), step back, D+C, B Grenade xx Grenade Launcher, Flamethrowerxx Sweep Combo.

I also used Strange’s EoA, but have worked it with Hsien-Ko’s Senpu Bu, and Super Skrull’s Tenderizer. Only difference in what I did in comparison is that I skipped step back, D+C, and B Grenade and instead went to Assist into Grenade Launcher, let the first hit OTG into the assist’s attack to pin them. I’ll look into your combo though on larger characters since they are the only question to the formula.

Some in game footage would be nice:) Is it really a 50/50 though when incoming characters can’t be thrown until they’ve pressed a button?

Also, it might be cool to compile a list of assists that can used to make his grenade launcher super fully connect

Hey guys I am trying to learn Chris and I need your help.

I am having trouble cancelling :f::m: to machine gun or Magnum and instead I get grenades. I think the reason is that the :f: input of :m: is being buffered and it makes a shoryuken motion instead of half circle. What is the motion I need to do exactly?

You have to set the stick (or d-pad) back into neutral position. Otherwise, the game will assume you performed an SRK motion when instead you meant to do a QCF+H following Gun Shot M. One trick I use is to just gently flick the stick forward and at the same time press M. On pad, just lift your thumb up from the d-pad to reset it back to neutral. Practice this motion repeatedly until you’re comfortable, then practice doing it following a wave dash, and finally try the combo.

AzerZaldivar

Thanks a lot thats exactly what I will practice tomorrow. btw I didn’t mentioned it but it is on stick, anyways thanks for the help!

I’ve got a question:

What’s the best combo to do if you get both the assists and main character in a combo?

I had that happen a few times tonight and wasn’t sure the best way to follow up.

This is not a terribly easy question to answer.
The optimized solo combo would be:
:d::m::h::f::h::qcb::m::h:(for the magnum followup):m::h::f::h::s::m::h::s: jump back :qcf::h: (now here’s the fun part) land:qcb::h::qcb::atk:+:atk:
This is is a basic combo using the medium boulder punch with magnum followup into air combo. The tricky bit is then doing a jump back air magnum then a heavy boulder punch when you land. There is enough time for the first hit of the boulder punch to whiff, then have the second hit connect to score the hard knockdown and cancel into satellite laser. It does just under a million damage to the point character and should kill any assist. You can add about 80k to that if you combo into a grenade super on the ground, then magic series your way into a air mangum-ground magnum-lvl3 setup.

Now, the easiest way is to do a basic relaunch combo using magnum (the groundbounce picks up both whereas the normal OTG gun wont) and ending in a team hyper cancel. If you’re using Chris’ gunfire assist (and let’s face it, you almost certainly should be), he should use the grenade super for the thc, the first hit will OTG both characters and as long as the other hyper(s) keep the characters aloft (so akuma’s shoryuken hyper would work and gimlet would definitely not), the rest will connect for descent damage. Over the course of the combo, you should build up to enough meter where Chris wont be on his own for the THC

There are other ways, sure, but these are probably your best options in a pinch.

Incorporate DHCs, that’s what I generally do. You build enough meter by juggling two characters that you can get 3 meters by the end of a typical ABCS, MMHS, Magnum, S, MMHS.

What I normally do is.

MHS -> MMHS -> OTG magnum -> Forward H, S -> MMHS -> Grenade Launcher Super (it OTGs) -> DHC into Bionic Arm -> DHC into Plasma Storm if necessary.

Simple and reliable. Almost never drop it. It should remain simple too. You never want to drop Happy Birthday combos.

I’m looking at you llnd.

Yea. i seen that. LLND was killing me when he had the chance to combo when he was facing Clockwork in the SoCal Regionals. But he kept dropping those combos. Ugh.Come on LLND

I posted this in the video thread but no one seems to check there. This MIGHT help some beginners with some Chris knowledge. Unfortunately, there aren’t any notations or damage info.

[media=youtube]lywTckZfpGw[/media]

i’m going to try this question here (though maybe it belongs in the teammate thread): i’m using cap, chris (gunfire), and wesker (otg)

cap loves chris’s assist (and can use weskers too), but chris isn’t getting much out of weskers assist, would i be crazy to consider using a different assist with wesker to help chris? would either of his other assists be better than the samurai edge otg?

I want to say Wesker’s Jaguar Kick assist forces a hard knockdown, so in the corner you can OTG gun into that then do a B Grenade into Grenade Launcher into Flamethrower into Sweep Combo (though I’m not 100%).

Samurai Edge could be used for some high low mixups with Chris’s air guns, but I wouldn’t recommend it.

(Oh, right…)

Sorry about not updating this more, you guys. Long story short, my computer’s power source completely died/fried on Jan. 11st and I was basically without this computer for then next two weeks. Same goes for an Internet connection, which of course further dissuaded me from touching UMvC3 with all the IRL problems going on. On top of that, my free time has basically been slashed to ribbons now, so even if I wasn’t rusty as hell–not that I was anything but mediocre to begin with–just updating this would be something that would have to slow down.

That said, despite the rustiness and needing to basically catch on an entire month’s worth of developments (and still not having the damn frame data from the guide to being hideously broke at present), I’ll try to update this thread by the end of next week (as in Feb. 10th). Someone please bug the hell out of me if I haven’t done it by next Saturday.

Quick landmine stuff since I’m bored. So as far as matchups go, some people may not realize how unsafe a landmine can be against certain primarily melee characters. You need to know who it’s okay to drop a mine against and when it’s not okay. Best example I can think of is Doom and his ridiculous feet, that shit will blow up mines all day and not affect him in the slightest. Doom in general might be the worst character to try and lure into a mine. Sent’s boot blows it up pretty free. The devil twins are also annoying with this since their swords have enough range to set the mine off and get away with it. I think ammy’s sword has a similar effect but I haven’t seen it in action. Wolvie can sometimes safely blow it up with his claw but I’d say in general you want to lay a mine down against him anyway because it’ll make the player think twice about trying to get in if they’re not aware of the safe range he has to be at to blow it up. It’s pretty safe against Wesker unless they plan on gun jumping a lot. Certain close range assists can also blow it up safely as well (Frank’s cart, for instance) so be aware of what the other side picks before you go tell them to suck it. I know there’s more instances but I don’t really have the resources at hand to make a full research project out of this.
Just use incendiary grenades. They’re pretty clutch.

Favorite assists

  • I mentioned how awesome Nova centurion rush was before but I figured out a better way to get a full sweep combo in since then. If you have another assist to help you connect the grenade launcher, use the rush on the opponent while you juggle them with the flame thrower then do the sweep combo and watch every hit connect including a free ground bounce. Magic.

  • Iron Fist Rising Dragon is great for keepaway, fast, good arc and when it hits it launches the opponent high enough for you to follow up with either SMG or magnum (maybe even two magnum shots, it’s tricky timing but it works), and in the corner it’s great for connecting a full grenade launcher after OTG => regular grenade. Only problem is it leaves you with Iron Fist on your team. :slight_smile:

Other thoughts

  • People mentioned Doc Strange being a good fit with Chris, I respectfully disagree. I think there are slightly better options for the both of them assist/DHC wise, even though the eye is splendid I really hate how slow it takes to come out and how much hit stun/little damage it gives you once it connects. I enjoy playing Strange but he’s just as slow as Chris, only difference is he has a teleport. I’d rather keep Strange with faster projectile spammers like Hawkeye or Taskmaster or the both of them ; )

Oh and hey, sorry I haven’t been in here much. I kinda stopped taking Chris to tournaments in Ultimate but that might change come Winter Brawl.

Good stuff on landmines, and for anyone wanting some real nice Chris point action…[STA] Windzero has won I think the past 3(?) ranbats at Southtown Arcade, has players like Honzo_Gonzo, KBeast, ect…he plays Chris/Zero/Jill

I’m trying to learn strider anchor to counter dark wesker, trying to work on some Chris/Strider synergy

I like watching WindZero play (and win!) but I think he goes for resets a bit too much with Chris. I know he’s a battery for Zero in the long run and doesn’t have the best assists to continue nice combos but it gets to be predictable after watching a couple matches and you pretty much know he’s going for a throw.

(Good to see this forum is still moving despite me being a lazy, useless bastard.)

I haven’t forgotten about my obligations here at all. It’s just that they pale compared to my real life obligations, which have been especially kicking my ass for the past couple of weeks. I haven’t even really played UMvC3 at all in the past two months.

Still, provided I get my computer back before then (since I again need it to be repaired for what is likely to be at least a couple of days), I should able to finally contribute something by March 9th.

So, yeah. I’m not dead. Yet.