How can I pull out the combo seen in Chris’ reveal trailer (the one he uses against she hulk) it seems like combination punch but way way longer.
hey guys, new chris player…good stuff on this tread…
anyway Im having trouble connecting the dashes after H boulder punch to (to setup the OTG c.H)
any tips on the timing?
i’m pretty new to Chris, but should i generally always be doing crM, sH, fH, boulder punch H? I mean, is boulder punch H safe?
Not even a little. The only move he has that’s close to safe for block strings is stand H at -2. The cr.H OTG gunshot is his only move that’s plus on block, but it doesn’t combo into anything if the opponent is standing, so that wont work. It’s hard to get used to, but you’ll just have to get better at ending blockstrings with the H.
I saw some combos using Vajra assist on the previous page but they weren’t being used in quite the same way I’ve been using it. Here’s what I’ve been doing with it on my Chris/Dante/Strider team:
[INDENT=1]cr.M H f+H Boulder Punch H, cr.H xx Boulder Punch, cr.H xx Magnum Shot, S sj.MMHS… Call Dante Jam Session, cr.H, Flamethrower xx S, super jump back, j.S, falling air Magnum Shot, Call Strider Vajra, Flamethrower xx Medium Grenade xx Grenade Launcher, Flamethrower[/INDENT]
Does 1 million, builds over 2 bars and uses 1. In this case, the Vajra assist lets you end the combo with a full Grenade Launcher super so you can add another Flamethrower at the end.
There are a few timings to pay attention to:
[LIST]
[]The falling air Magnum Shot is actually pretty easy, because you’re allowed to superjump back instead of superjumping straight up. It just feels easier when you have more horizontal room to work with in terms of timing it.
[]After the falling air Magnum Shot, you have to be very quick with your Strider call as you go into the Flamethrower. There’s not much time here.
[]For the Flamethrower xx Medium Grenade toss, you cancel the Flamethrower after about 15 or so hits. Strider hits right after that. It sounds harder to do than it actually is.
[]You want to cancel the Medium Grenade toss a little late into Grenade Launcher. Waiting that slight moment gets you the right explosion timing.
[/LIST]
And voila. That’s what I like to call big damage.
It also works off a more standard magic series -> air magic series -> machine gun OTG -> launcher -> air magic series starter or a throw/air throw combo as well, in case you don’t get the ideal opener into Boulder Punch on a nearly cornered opponent
I picked up Chris not too long ago and this is what I came up with for a corner combo into level 3.
j.S cr.M st.H f.H S j.MMHS land call Doom Missles j.qcf.H land S j.MMHS land qcb.H level 3. Should do more than 900k, relatively simple. I’ll give a more accurate damage output when I get home.
I noticed some people use Air Gun Fire M as opposed to Air Gun Fire H when OTG’ing, any reason why?
to save the ground bounce you get from the magnum until later in the combo, or unless they used it earlier in the combo
to use magnum at the end of combo and use Flamethrower afterwards it’s a basic bnb
Found an easy way to connect grenade super with doom missiles. Do normal BnB after last air series, land call doom missiles immediately jump magnum, standing magnum which will give you the hard knockdown, wait til opponent is just about to hit the ground and grenade super. missiles will pick opponent up after ice grenade for full juggle.
I found other ways on how to land all hits of the grenade launcher using pendulum and paperwork assist.
Chris w/RR
907k combo (Chris/RR) - Corner
c., s.:h:, :f::h:, :qcb::h:, c.:h:, :qcb::h:, c.:h:+Pendulum, :qcf::atk::atk:, j.:qcf::h:, :h:, :dp::atk::atk:
865k combo (Chris/RR) - Corner
c., s.:h:, :f::h:, s.:s:, j., j., j.:h:, j.:s:, c.:h:+Pendulum, :qcf::atk::atk:, j.:qcf::h:, :h:, :dp::atk::atk:
Chris w/Wright
800k combo (Chris/Wright) - Corner
c., s.:h:, :f::h:, :qcb::h:, c.:h:, :qcb::h:, :qcf::atk::atk: + Paper, c.:h:, :dp::atk::atk:
Tweaked the Chris/RR combo a little
970k combo, 2 meters (Corner)
c., s.:h:, :f::h:xx:qcb::h:, c.:h: xx :qcb::h:, Dash backwards (No crouching, just normal backward dash), c.:h:+Pendulum xx :qcf::atk::atk:, :h: xx s.:s:, j.:s:, Falling :qcf::h:, :h: xx :dp::atk::atk:
Just wanted to post this here. Can it be improved?
[media=youtube]eZxWCV7hmaE[/media]
Since I run Chris/Frank/Spencer, I’m gonna borrow this technology and reset people to high hell.
I also posted a video on my channel with some reset opportunities out of that setup. Check it out
Lol Chris corner combo with assist.
j.H, cr. M, st. H, Might smash assist[thor], fH, DpH, DpL, DpH, DpH, QCHC, Flamethrower, DpHc
I just thing this combo is funny looking maybe someone here can improve it.
Picked up Chris recently, worked on some combo extensions yesterday:
[media=youtube]-AXu0oHc2KI[/media]
Someone probably came up with similar/exactly the same stuff for all I know.
nice combos!
in the corner you should try adding somewhere in your combos: air magnum, call sent drones, flamethrower, grenade m, grenade launcher super, into whatever you want for much more damage with drones assist.
Don’t have anything to record with, but you can do the same combo until after the 2nd relaunch then: j.M shot+shopping cart, flamethrower, S, j.S, j.H shot, dash, flamethrower, M boulder punch(1 hit), sweep combo, dhc into survival techs, snapshot.
It’s a little hard to the time the snapshot after the rocket launcher but it’s possible. Should do around 805-814k, 85-90 exp(lv4), and build a little over two bars. frank should also end up with 1 bar if you wanna keep the combo going with another hyper.
How do you DHC from sweep combo into survival techniques in the corner? I also found some improvements similar to that already that I plan on applying.
Thanks for the help though