Hey guys,I have a question I don’t know where I’m gonna ask. Does the jump gun M relaunch work on wolverine in midscreen in any way? I learned it the hard way after a wolvie player keeps popping of my combo then proceeds on bodying me. I know this isn’t an execution error because I caught his doom in a Happy B-day, then as I did the jump gun M relaunch only doom got caught by the standing S.
So do I have to like change my combo and use my groundbounce instead? cuz’ my main plan when I combo someone with chris is to send them to a corner and do some Grenade Launcher setups.
Machine gun won’t pick up two characters, you have to use magnum if you have the assist included. Magnum, then relaunch and if the assist is still alive try team super. With Vergil you should be able to connect a full grenade launcher.
Here’s the original, the audio was removed. I posted this in the video thread a while back. No one uses it because of it’s difficulty though.
Use the combo from the video Nefarious posted and apply the instructions from mine to learn it. There’s more info in the description and comments as well.
As for your combo Nefarious, I think it wins forever.
Yea you can always OTG in the corner after a level 3, I guess since it was early in the combo the hit stun was still strong enough to keep it going.
Really creative stuff in that video.
For the nade launcher super its easier to do medium grenade after doing a delayed air series and cancel the grenade when chris says on during the suck on this
Hey guys. I just picked up Chris and need some combo optimization help. I’m using hulk(aa assist)/Sent(drones). DHCing into Hulk does a crazy amount of damage so I’m looking for some really good meter gain combos. The best I got is getting 2 flamethrowers in combo using drones
AA assist doesn’t offer much in terms of combo extensions for Chris as far as I know. I don’t think there’s much potential for it either so the 2 flamethrower drone combo is probably your best bet so far.
Hey guys I a problem with my fullscreen confirms and I need some advice
My team is chris/vergil/strider, and the combo goes like this:
qcf.H, dash, F.M, qcf.H,A2, tk j.qcf.m, nj j.qcf.H, A1+s.S, j.H, j.S, j.S, dp.M, qcf.AA
The problem is that the grenade on the last part has issues exploding.
I tried everything I can think of like delaying the last j.S as last as possible, using a landmine instead of a grenade, having a visual cue on when to do the hyper (w/c works but has a ridiculous tight link).
Too much hit stun, the second magnum at the beginning might be the problem. Try confirming with Strider after the first shot instead. When you land after the super jump you can jump smg to confirm, saving your ground bounce. See this video for an example.
Also that combo might not work corner to corner, and the pickup is character body specific I think.
If the only problem is with the m grendade not blowing up in time then youre not giving it enough time before you do the super. If youre in the corner you have to wait longer then you would sweep distance. Audio/visual cues help me out here.
Yes, the combo isn’t corner to corner its more like 3/4th to corner (I can add a flamethrower before the relaunch).
I haven’t tried it to someone like RR, but neutral jumping before the j.magnum is important to pick up and continue the combo.
and the real problem is the grenade, my visual cue is I do the hyper as soon as the grenade touches the ground. It works, but the link is ridiculously tight that it’s almost not worth it.
I know that chris can use a landmine instead of a grenade can I use that instead?
Land mine isn’t consistent enough, at least for me. Really there’s not many options at that point for using grenade launcher since starting the combo with magnum leaves you with fewer hits to add on. It shouldn’t be too necessary anyways, using two bars for sweep combo to Vergil finish should do around a million at that point.