Jill fell out of a window. The Chris Redfield Teammates discussion thread

HI guys I really need some advice here. With the rumor that Haggar’s Lariat in UMvC3 won’t be a hard knockdown my BnB combo won’t work. Launch > Air Combo > OTG Magnum > Air Combo > OTG gun > Haggar assist > M Grenade > Grenade Super (Corner).

I am looking for a replacement for Haggar that can help me keep this combo going. Personally I prefer characters that aren’t execution heavy (hence Chris/Haggar/Tron) I hate Spencer with a passion so I am having trouble finding a good alternative.

i think it’s too early to worry about changes, you should just stick with the teammates your comfortable with now until the umvc3. and with 12 new characters i hope at least one assist will fulfill the chris team requirement.

Hulk+Chris is very good, you can do Team-hyper in corner for 100% damage combo on some characters, like 900k-1mill health
And if you have Hulk on point and you can do the same in the corner except, you can keep hitting after your gamma quake+Chris grenade launcher, because the grenade launcher is still launching the character in the end of the DHC you can add some heavy hits after it, you can get easily 1m-1.2m damage

Any good Hulk plus Chris videos?

I will rep, Hulk+Chris at Red Fight District pretty soon

I run chris/sentinel/dante now, so far its been pretty good, drones kinda help with the zoning, but Im still looking for nice set-ups that chris can do with drones(please anyone that knows some please feel free to share) as does jam session and sentinel is one of the few characters who can dhc back into chris. Land mines help sent a little with his zoning and corner control, whilst dante makes for a decent anchor(allthough my dante is sizzling ass right now). Chris/dante, sent/dante, chris/sent all work very well together so in case one of them die my team doesn’t crumble.

You can always DHC with Chris, instead DHCing, just do team-hypers, Grenade launcher OTG’s rest hits simutaneously, like Dante’s hyper

deadpool’s katana-rama is a great alt to his otg
dante’s jam session holds people in place in corners, allowing for a lv1 hyper
joe’s God hand lets chris pull off a sat. laser real easy like

I’m praying for Chris and Nemesis to have good synergy because that guy is going straight into my team

Doom can be execution heavy depending on how fancy you get with him. I would recommend doom with molecular shield assist. Zero can keep combos going to with Shippuga assist I think it is.

I use ammy’s cold star. Just call her when you land and send out the grenade super. Cold star should juggle after the ice grenade hits if timed properly.

Also, I suggest finding a new way to relaunch (either with the machine gun or with an assist), because hitting them with a sweep combo right after the grenade launcher can be very demoralizing (and OTK’s much of the cast).

Hey guys, askin around for some ideas. First though, a little explanation about my team:

Right now I’m running Chris B/Viewtiful Joe A/Iron man Y**
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[]The team is designed to rotate Chris and Joe with convenience, idealistically saving Iron Man for pinch situations. Once Chris is out, Joe can either do some rushdown and burn out that meter or continue zoning effectively if necessary.
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]Chris is on point and the main game plan is to soften up the other guys with chip damage while building up plenty of meter for Joe, who can burn it on multiple hypers in one combo and potentially DHC into other characters with relative convenience.
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[]Joe’s Voomerang assist isn’t the most spectacular of projectile assists, but it’s great for sticking in between a pair of gunfire :m:s to double up the chip damage and for building combos off of OTG :d::h:, allowing BnB’s off of throws, Sweep Combo in the corner, or throw resets.
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]Iron Man’s Repulsar Blast is there mainly to soak up projectiles, cover a lot of screen space and give Chris some much needed air control. It practically eliminates the threat of rush down from air dashing characters like Magneto, Tron, Amaterasu, Spencer, etc. What’s more is that it stays active for a while, meaning it gives Chris opportunities to land hits (air to air magnum = ground bounce) or set up some mines/nades while the opposition is occupied. It’s also nice in the corner for setting up resets and mix ups. Additionally, if it’s being blocked, it gives Chris a chance to land at least two air Gunfire :l:s which means a LOT of chip damage or a TON of hit stun if they don’t block.
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Here are the issues my team is having right now
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[]Iron Man’s assist takes a little while to activate, so in certain matchups it doesn’t get the job done as well as I’d like it to. One obvious issue is Wolverine, who really feels almost impossible to zone when paired with certain assists. Because Chris is so slow, I’m pretty much relying on blocking a dive kick or berserker slash (ugh…) and burning XFC to kill him off immediately. But, it’s pretty hard to pull off, especially if the other guy is sensible enough to keep wolverine covered with a decent assist (Shuma-Gorath is a big problem, Akuma, Sentinel sometimes)
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]To me, I’ve been finding Gunfire :l: really effective at stopping forward movement at mid distance and the air version for landing BRUTAL chip damage. I’d really like to find a way to land this move more often. So, are there any assists that are great for pinning people down long enough to abuse this move?
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[*]Iron Man is really an attempt to give Chris some spacial control and defense against characters who are too fast for Chris to conveniently counter at close range. Some obvious alternatives are the instant, invincible type assists like Haggar, Tron, Hulk, but I’m not sure I want any of these characters as my third. The idea of getting into an anchor fight with Haggar or Hulk doesn’t seem very good. Any alternatives?
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If anyone has any suggestions after reading this, I’d like to hear!

Whats up chris ppl, I want to work with Zero/Chris/ and im in a debacle between having Taskmaster or Magneto for anchor. any tips? Im learning some stuff from the main discussiona s to what I should practice, so im sure ill get the hang of chris very soon

I used Zero and Chris in one of my early teams and I eventually dropped that combo. Part of the reason is that I don’t feel comfortable with using Zero’s buster charge to it’s full potential and part of it is because I felt like they didn’t have the sort of chemistry with one another I needed. Of course, that last part is up for debate since there are so many options in Marvel.

Here are some things I found effective with the pair when I was running them though:
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[]Using TAC with Chris to Zero let’s you end air combos in a practical way and Rekkoha lasts so long and carries people so high you might be able to get away with safely using Chris’ grenade hyper afterward, although it’s sort of sloppy.
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]Chris Gunfire assist and the lengthy, multi-hit attacks Zero has mean that they can be used in tandem very easily. Of course, it also ramps up the hit count.
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[]Double projectile assist with Zero is pretty handy when using Chris.
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]Zero uppercut assist is decent for defending Chris, slightly better when powered up…sort of like a messy, less effective Hulk anti air assist.
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[*]Chris’ Gunfire assist can do interesting things with Zero’s teleport since it pushes characters so far away.
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Chris/Dante/Akuma

chris bnb > Cr. h > tatsu assist > flamethrower > sweep combo = 800k - 850k (950k when dhc’d into million dollars or death when dhc’d into devil must die)
chris grab > Cr. h > tatsu assist > magnum > dash > jump magnum > f + H > launch combo > chris grenade launch super + jam session will give it full hits if chris isnt too close to corner.

I use chris as anti dark phoenix by using THC xfactor with dante on point, and use teleports to cross up the grenade launcher super, havent had a DP survive yet.
Dante bnb’s using machine gun assist adds a lil nice dmg and the mix up potentials are nice.

akuma good assist and combo extends

I feel that dante works very well with chris because dante’s sky dance resets the 1 ground bounce rule, allowing chris to dhc in properly with sweep combo after million dollars or devil trigger in corner. chris can also use dante jam session to allow get full grenade launcher super hits.

Final thoughts: you need to find a team that allows ur chris to land a tod combo, with akuma assist i can land a corner to corner combo if i start off with cr. M, the corner to corner combo is a bit trickier without a full ground combo for me, both jam session and tatsu assist can combo into flamethrower, which is a lot of dmg.

Goodbye Haggar… Nemesis looks sooo awesome with that rocket launcher!!

YES. Quick observations from his trailer.
His melee super has hyper armor and it doesn’t ground bounce until the last hit so it can easily DHC into sweep combo. The rocket launcher looks perfectly compatible with machine gun assist. Looks like his level 3 is a grab…
Now someone needs to test out his assists pronto, he’s definitely a candidate for best anchor if all works out.
I wouldn’t sleep on Doctor Strange either, he looks full of keep away options such as traps and a super that’s invulerable to beams (???), looks like the perfect answer to Dormammu (probably done on purpose).
Surprised they didn’t reveal Raccoon yet…

If Nemesis has a keep away assist then I’ll gladly switch out Haggar. Strange is like a mesh of Magneto/MODOK/Trish. He definitely is a contender for top tier, hopefully his HP wont be high enough to make him OP.

yeah all these new characters look amazing but as of yet none of them even have gtfo moves, at least not on video. so i’m still waiting.for that assist. but if they buff some of the current assist like ryu’s shoryuken by giving it invincibility then i might even pick him up.

I only noticed one assist from both, Nemesis was a horizontal rocket shot and Strange was a quick 3 shot trap that lies overhead then shoots towards the opponent? They don’t look too effective. I really still have hope that Nemesis will get some extra armor for one of the other options.

Strange looks to have really low health, not as bad as Strider but still pretty low from what I could see. That makes me think twice about picking him up, you almost have to have a high health team for keep away (at least I like to).