My Main combo with chris deals 930k with 1 hyper
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you can always dhc into survival techniques after the second hit of sweep combo super since it causes a really long hard knockdown but you’ll miss out on the extra hits. but chris can get 2 flamethrowers in his combos so it really doesn’t matter.
sigh This is the single most obvious “how the fuck did I not see that?” piece of tech. Goddammit. Good find.
Well, now my secondary team, The Fearless Zombie Killers (Chris/Frank/Arthur) is now much more viable.
For those who were interested, I recently started to use Chris/Frank/Spencer, and some may wonder how this particular team works. I apologize in advance because I lack editing skills and was not able to compile all of the following videos into one because of it. Please let me know what you think.
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The really neat thing about this team is combination punch as an assist allows for Frank to level up quite easily. A corner combo using Chris’s Flamethrower allows for a pretty much guaranteed level 5, and any combo off the corner gets you a level 4 if done properly. Another really nice thing, is that this team is able to level Frank up to level four no matter which team member starts on point as demonstrated by further analyzing some of the videos on my youtube page. Shopping Cart assist also helps with Chris on point because it helps keep people away so that Chris has time to establish proximity and/or grenade traps. I have meant to capture actual footage of me playing with this team but unfortunately, I have very bad lag and tend to not be able to play at my best online.
Any extensions possible with Chris/Dante/Sentinel that don’t use the flamethrower? The console I play on doesn’t have the patch yet, so all I can cancel the flamethrower into is his hyper.
Also, which of those combos (in the front page, or other suggestions) are the most practical? One for grab followups, one for midscreen and one for corners (assuming they’re different). The midscreen combos don’t use H Combination punch nor the wallbounce, so there might be more optimal damaging combos.
My version of TheCape’s Chris/Frank level up combo:
[Chris] cr., :h:, :f::h:, :s:, :uf: j. , j. , j. :h:, j. :s:, (land), j. :qcf:+:h:, :f::h:, :s:, :uf: j. , j. , j. :h:, j. :s:, (land), :a2:(Spencer slant grapple), cr. :h:, + (hold):h:, :qcb:+:h:(both hits) xx :qcf:+:atk::atk:(1st and 2nd grenades only) DHC **[Frank] **:qcf:+:atk::atk:, (wait), :uf:, :d::h:, :a1:(Chris boulder punch), :qcf:+:s:, :qcf:+:s: xx :qcb:+:atk::atk:
The thing about hyper cancelling off the heavy boulder punch is that it’s much easier to link the freeze grenade for the hard knockdown than with the mine.
Full screen combo (W/RR’s log trap) Around 750,000 damage
c., :h:, :f::h:, :qcb::h:, dash forward, :f:, :qcb::h:, j.:qcf::h:+RR assist, dash forward, :f::h:, s.:s:, j.:h:, j.:s:, c.:h:, :dp::atk::atk:
Just a quick tip. If you haven’t already, I suggest anyone who plays Chris to experiment with launching and then immediately pressing S while coming down with guns. It can really add some nice damage and bar if you have the right assists. I just got my bread and butter up from 1 million 2 bars meter negative to 1.15 million 2 bars and builds more than half a bar, so mess around with it when you get the chance.
I wanted to get the opinion of this forum on this particular team that I started working on. A friend of mine had asked me to see if I could find synergy with Ghost Rider and Chris and I actually stumbled upon some interesting stuff. The idea behind this team (Ghost Rider, Chris Redfield, Sentinel) is to have Ghost Rider control space while both assists are helping.
Chris’s “grenade toss” assist will give Ghost Rider protection from the inside (Vergil Teleports, Mag Tridash, etc) and Sentinel’s “Charge” will further assist Ghost Rider on controlling spacing. Here a few concept combo’s that I came up with. Please let me know what you think.
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Might want to try out using the slant shot assist instead of the boulder punch for Frank level up. I think it will allow you to get similar results and that also allows you to use either the mine or gun fire assists with Chris.
Nice, but the issue I have with your method is, there are easier methods that don’t require using two meters like that before the level up…Otherwise, flashy and stylish.
Chris builds quite a bit of meter with the combo (I think its meter positive) and the opponent cannot avoid it like with TACs.
I am currently away from my ps3 and I was wondering if anyone has a bnb midscreen combo using Chris into Skrull Tenderizer assist?
You can use the jumping magnum or the crouching H into the skull assist. What is your plan with it?
To make a nice chip damage setup from a bnb from midscreen to be honest. For example, use it to wear down a team if they have too much health or just one touch kill the character if they have low health. That was the aim at least.
whats max dmg for chris midscreen? preferably a corner carry so i can go into my dante extension.
in the corner im doing 2m 5h 6h 214h 2h 214h 2h 236h s sj.mmhs / call dante j.236h flamethrower s sj.s magnus on the way down flamethrower 623PP.
Instead of doing jump magnum and calling Dante, you should do jump machine gun (while calling jam session) and then immediately do a flamethrower when you land. This’ll allow to launch after the flamethrower, and then immediately spike them back down with a jump S after you super jump, then on your way down you can do a magnum and then a flamethrower xx Sweep Combo. Just make sure you super jump backwards so that the magnum will connect. What’s your other assist?
thats exactly what my combo notation was lol, jam session stops the ground bounce.
akuma tatsu
Herp derp, haha. I saw the magnum and just decided to post, my bad. From midscreen I just use the basic bread and butter with the machine gun relaunch and that usually carries them to the corner to finish up the combo with Dante.
iite i’ll try to find some variations when im home