After trying out some of the stuff I saw in Ise’s team combo 02 I have a question:
How many of these combos can you guys do 4 out of 5 times in actual matches? (not online matches)
There’s just a lot of stingy shit that requires precise timing (not just Boulder Punch) and positioning that if you don’t nail perfectly then you’re gonna drop your combo and lose out on damage. Now in any other game that would make sense but not in fucking Marvel 3 where doing off-the-wall super-flashy precise-timing combos only get you like 70,000 more damage as opposed to doing a flexible, not-so-tasking combo that still nets you 500,000+ damage without meter or assist.
Don’t mean to put anyone on blast because I appreciate the work that’s been done in here, but I just wanna hear your thoughts on the matter. I wouldn’t ask this stuff if I didn’t play in tournaments so in my case I’m usually not looking for maximum damage but I’m looking for practicality. Does anyone else feel the same?
By “these” I assume combos from Ise’s team combo 02 vid, right? If that’s the case, then never. I don’t even try them, because they are solo combos, and Chris excels with assists. It’s like doing level 1 X-Factor assist-less combos. Is there any reason not to use assists, unless it is a level 3 X-Factor combo? Since Chris is my battery, he never fights without them. If I can kill the character, I go for a THC, if not, Flamethrower or a grab reset. Most of the combos on the front page are really practical, they do good damage and are easy enough to do.
By the way, WINBACK, did you try that Grenade Launcher juggle with Haggar’s Lariat I posted? That is if you are still using Haggar. 765,300 damage for one bar anywhere on screen is really damn good. It builds a ton of meter too. I think it is possible to do the Grenade Launcher twice or even loop it, but it is really hard to relaunch with a Mine. I’ll try it… maybe; I would have already done it, if I actually used Haggar beyond training mode.
I need some tips badly. I can use Chris pretty decently just by myself. I’m having absolutely no luck online though. I can NEVER get a combo on someone online. I feel like I’m always jumping back because someone is right in my face. I just can’t think fast enough of what I should be doing. I play against a lot of fast characters like Deadpool, Dante, Wolverine, etc. and they are always in my face. Either way just anyone in general I fail to start any sort of combo on them. I just really suck at this game! I’m just looking for tips on what some of you guys do with Chris when you’re playing online. I have no sort of gameplan or anything. I haven’t really played online much till now so it’s something I need to work on definitely. Any tips are much appreciated.
I haven’t played online yet, but I’ve read through this thread. Various tips include using advancing guard to push opponents back and dropping a mine, using Haggar’s lariat or Morriagan’s dragon punch as an assist and using your flame thrower (back + hard) to deter jump-ins. As far as landing combos, the mine sets you up for them pretty well, as would Haggar’s lariat. Personally, I’m just playing the computer until the game is 2nd nature for me. People who play Capcom fighting games are often pretty hardcore, so you have to be the same.
Anyway… in case this wasn’t known:
from mid-screen only: c.medium, s.hard, 6+hard, light boulder punch, light, medium, hard, magnum on bounce, lvl 3.
(Doesn’t work in the corner, because the bounce is different.)
you should not be avoiding doing something because its “too hard”
practice it so that its second nature. 700k damage vs 500k is huge, you need every extra bit of damage you can get in this game, even if it seems not worth it
if you’re cornered by a full health sentinel and have about 1.60 meters, a level 1 x factor, a tiny opening, and no assists. this combo will push him all the way back to his corner and kill him.
ground LMH, fH, x factor, H, fH, S, air S, falling gunfire M, ground S, air MMHS, land then normal jump magnum, boulder punch H, level 3 satellite laser.
from corner to corner, no assists, and all jumps are forward. x factor ends at the very end of combo. combo builds the meter needed for satellite laser and does over 1.3 million in damage.
not an easy combo but with enough practice it is completely doable in a real match especially since being cornered by a sentinel is something that will always happen. the hardest part is launch into S into falling gunfire M. practice this part until you can perfect it then do the rest of the combo.
the combo could’ve been longer but i don’t see the need in doing more damage.
i love using this on players that think they can make a mistake just because they’re sentinel and i’m cornered. other than that this is my personal bnb without the x factor as it works anywhere and i don’t drop it as much as the other bnb relauncher combos for some reason.
something i’ve notice with chris’s bnb involving a forward jump magnum otg relauncher, most of the time the opponent will flip out of the second air combo if i relaunch using fH,S but if i never use fH in the relauncher then they almost never flip out and i get the full air combo. it seems as if chris has a 10 hit maximum for air combos before an opponent can flip out. if the final 10th hit is a air S then they cannot flip out. so the bnb involving air MMH, air magnum might be a more consistent option.
eh, my chris combo is just
Cr.L,Cr.M,St.H,F.H, S, SJC, M, M, H, Air magnum, Land, H, S, SJC, M, M, H, S, Land, Taskmaster assist, D.H, S, SJC, S.
Does only 531K but eh. best I can do with him D:
I believe it’s a timing issue. If you input the second string of air attacks after the relaunch quickly, it should work every time. I still prefer air magnum, though sometimes that whiffs too if they’re too high.
it could be timing or hit stun deterioration issues something i still don’t understand that well. anyway i have perfected my own bnb combo that starts anywhere ends with similar results but leaves the opponent in a hard knockdown state and gives me the option to hyper cancel into a level three satellite laser without any assists. the option to satellite laser as a finisher without an assist is the only thing the regular bnbs don’t allow.
something that hasn’t been mentioned anywhere yet. you don’t always have to crouch pistol into a THC. if chris’s assist hyper combo is the grenade launcher then it will otg the opponent. great to know because sometimes after a long combo the crouching pistol will just reset the opponent and they can block the THC.
the only problem i have with this combo is that it ends with you in the air for too long and your opponent has enough time to get back up by the time you land and you don’t have any time to apply added wakeup pressure, chip, or more otg damage.
instead try this:
after the final dH after your assist hits you can do boulder punch H. this will leave them in a hard knockdown state giving you time to cancel into satellite laser or without any canceling: THC if one of the hypers is otg capable, dH, or wakeup options.
some moves like boulder punch H and magnum aren’t affected by hitstun deterioration. if you were to add a fH before the boulder punch H then the opponent would recover before the boulder punch H so you have to do it alone.
Take out the second M in your air strings, nets you 10,000 more damage. Not a lot, but you get more for less. Like in the bnb, after the launch do M, H, S kinda slow, then when you get up to relaunch them, do the inputs faster or they will recover. Then again, maybe you could work that into some tricky air throw reset?
Also, I can’t do the S, sj.S, M Gun Fire stuff. Maybe I’ll go back and watch some videos and see when people do it. I get the gun but no bullets.
thanks for the tips guys! it works when i do the second air combo faster.
for S, sj.S, M Gun Fire make sure you sj.S right away, you can even mash it after standing S, so you’ll have enough time to fire your gun. i’ve practiced this for hours to the point that i can do it all the time. when you’ve learned this it opens up so many more combo and reset possibilities plus it’s really cool to look at.
a combo after a throw with hulk’s gamma charge, ryu’s or akuma’s fireball, trish’s peekaboo, and some other assists. any throw near corner, dH, assist hit, magnum, jump gunfire M, H, S, air M,M,H,S jump magnum, boulder punch H, dH. you can go for a neutral jump throw after the dH and repeat, or you can go into satellite laser after boulder punch H.
A nice combo using Spencer’s Armour pierce and Skrull’s orbital grudge + level 3. Since scaling doesn’t matter on level 3’s - nearly kills most characters.