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You are correct in every regard, it does add more hitstun decay, and sometimes the opponent will recover too quickly after the relaunch if you go for another MMHS. For the first air combo chain, MMHS is preferred because it’s easier to have the magnum/machine gun otg. Once you relaunch with either, a simple HS is all you need. You will still have plenty of time to do the crouching H in conjunction with Spencer’s assist.
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Yeah I meant landing first then jumping machine gun OTG. It’s pretty reliable once you get the hang of it. I highly recommend it, but if you’re playing online, the timing can be very difficult.
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Even if you’re not a throw-heavy person, air throws is incredibly important for a slow character like Chris. Chris has among the best throw options in the game, being one of the very few characters that can combo after every variation of his normal throws, and also being able to combo off them by himself in some few scenarios. Pair that with his high damage, yeah it’s good.
Even if you don’t throw a lot or like to do so. Remember that it’s Chris’ best way to deal with Zero. You can throw Zero out of his command dashes. It’s also good for garauntee punishes, as you are 100% garaunteed an air throw after Tron’s drill. It also makes dealing with Sentinel or Hulk drastically easier, as if the match-up wasn’t generally easy enough.
It’s not combo related, but I think once you get the hang of throwing with Chris, you’ll love it.