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

You can eat a beam super probably. Risky. Someone suggested using chris first. DHC into Dark force. Then tag her out immediately. Seems a lot safer.

Chris-B, Dorm-B, Trish-B right now. Maybe swapping to Trish-A.

People are saying iron mans AAA isn’t too hot. Reason being it comes out real slow. Gotta be used preemptively.

So I’ve been messing around with a Chris/Taskmaster combo, and I think that Task’s Horizontal assist works as a jack of all trades assist for Chris. As in, it can do a lot of things, but it’s not really the best at any of them. It can help him in firefights, but it’s no beam. It can continue OTG combos, but it’s a little slow on startup and doesn’t last that long, so the timing to get things right is a bit tighter than I’d like. It can also do stuff when you call it just before you use a gun. You can combo machine gun into grenade launcher with it from max range. Though my favorite might be to use it to combo from one Magnum to another Magnum to an air Magnum, which does about 441,000 damage and works from full screen, although the super jump needed to land the air Magnum would put you right at their feet, so I’m not sure whether that’s a good or bad thing. Also, it won’t work if you’re too close, but too close is pretty damn close.

I’m pretty sure Sentinel Force assist can do a lot of this too, but it faces some heavy restrictions. It pushes opponents back really far, so the range to do the grenade launcher combo is much closer, plus if you do it too early the first shot can land between drones, ending the combo early. The timing to do the full screen Magnum combo is stupid tight and awkward, as the drones will usually carry them up too high for the second shot. I don’t even think it can work on small characters at full screen. Although it does last a while, which can lead to some crazy combos in the corner. I don’t know if OTG combos can work with Sentinal assist.

Cool, makes sense. Well im pretty sure ill be running chris(not sure)/storm(whirlwind)/morrigan(duh!), so if everything works out as i would like, storms whirlwind would cover chris while he is setting up them land mines and tossing them grenades and shadow blade should cover him while he is laying down the machine gun and magnum fire. On the flip side, he doesn’t need meter, so storm and morrigan will make perfect meter dumps.

Storm can play keep away with morrigan and maybe chris if i pick his grenade or machine gun assist or she could do a lil rushdown although i don’t know how useful boulder punches will be in this regard. Plus she has that delicious hail storm(which chris can cover with his sub-machine gun)

Finally morrigan, she can also play keep away with that mirror hyper coupled with storms whirlwind. On the flip side similar to storm she can play rushdown as well. My only issue with this team is i dont think they will DHC very well at all, morrigan is notorious for being cancerous to your DHC’s, and it seems so it chris so DHCing with these guys won’t really be an option. But with that said, chris can safely DHC into storm, who can safely DHC into morrigan so really the only issue is morrigan to chris.

Overall I think this team might just work, hopefully ill get the chance to try it out this weekend.

I love using Chris so far and I’ve been training mission mode with him for awhile now. His combos feel more feasible than most other characters and I love how they all setup more or less the same, but then branch off into different options after the initial stunlock. This leads to a much easier learning curve than most other characters regarding combos. The difficulty, and the most fun, I find with him is learning how to utilize his very unique keepaway game.

The problems I find regarding Chris are that he doesn’t have good anti-air or downward recovery attacks in the case of being cornered. The best strategy, I find, is to use an assist that can push away rushdown after a solid advance guard knockback. Also, Chris’ projectiles are not as fast as other keepaway characters with their initial delays. Flamethrower and mines are key. Combos may be nearly impossible to pull off at times and mines make good simple combo starters that, if you’re good enough, could be chained into fairly big hits with some good OTG juggling.

The problem I seem to be having is that I want to use his combos more than I should ever need to. I think what needs to be realized here is the niche that Chris fits into, which is having the best chip damage + knockback move in the game and his DMG on Block attacks that can make even the most seasoned player cry if we can find a way to glue them to the back half of the screen.

So, in saying all this, my team as it stands is just Chris so far. I’ve been experimenting with many of the combinations presented here, but I can’t seem to find anyone that I really enjoy as much. Rushdown characters have to have a simple way to build combos so X-23 would be perfect for me, however precision with her is probably the most difficult because of how fast you have to execute her combos without skipping a beat. I’m wondering if Wolverine would be a better solution than X-23 for me even though Crescent Scythe does more damage than Tornado Claw, Tornado Claw has longer stun with the multiple hits leaving time for a well placed mine or incendiary grenade.

I’ll have to give that combo a try tonight. I’ll return with the results.

I want to reccomend HAGGAR for Chris. Haggar’s lariat is total gtfo me move and can set up for combos or easy finishes with Flamethrower.

I think a lot of team synergy in this game is going to rely on having good DHCs to swap back and forth between your first and second characters + a good zoning assist as your 3rd…unfortunately Chris’ supers are not amazing for this, especially DHCing in to him. He DHCs out fine if you can land a sweep combo or grenade launcher, but getting him back in safely is a different story with the limited range on sweep and limited comboability on grenade launcher.

To that end, my team atm is Magneto/Zero/Chris. Mag/Zero swap in and out with ease, while Chris aids their rushdown with gunfire. I’ve also experimented with Chris/Mag/Zero and Chris/Mag mesh well together but Zero is just not a good anchor unless you want to sneak out wins with lvl3 xfactor.

How is haggar on point bro.If hes good I might try him. I still can’t decide on a damn assist for chris. Hsien ko looks real bad on point from what I’ve watched. I’m terribad with morrigan. Trish is definately up for consideration.

[media=youtube]kOVCpbupr_4&#t8m25s[/media] 8:25 should answer all questions bout haggar on point.

So my current team is Chris (Machine Gun)/Hulk (AA Gamma Charge)/ Doom (Rocks)

So what do you guys use for assists for Chris and Doom? Looking for advice on whether I should change the assists I’m using.

DAT PIPE. That’s ridiculous omg.

lol I was a bit iffy bout it, but now im sure ill be running with the mayor of earth on one of my teams at some point, the hit box on that thing is ludicrous plus the amount of hitstun it leaves u in is amazing. But even if he wasn’t looking beastly, simply for the pipe jokes id run with him.

I’ve been messing around with chris (b) / magneto (a) / phoenix (b).
Chris gets covered by mags assist and lets me throw a flame grenade safely while his EMD is out. They have a pretty decent synergy and I can switch them out and either chip with a nice cover or rush down while chris has his uzi out. They don’t really need that much meter and it lets me have phoenix come in fully loaded.

As of right now, my team is Chris (machine gun) Doom (rocks) and Hulk (Charge). The idea I am going for is to lock the other person down, keep them there, chip them out. It has a lot of problems with the likes of Sentinel and/or Arthur though…

I’m using the same team, but I’ve got Hidden Missiles for Doom because it’s just so awesome and so annoying for opponents. Kind of slow, but it just straight up kills combos.

I don’t have a solid assist on Hulk yet. I’ve been bouncing between the regular Gamma Charge and the Gamma… other one. They can both hit and keep combos going if I do an OTG gun thing as Chris, so any suggestions here would be appreciated.

m trying out Chris (Maybe Wesker soon), Haggar, Phoenix. Chris and Haggar don’t really need meter to do damage so Phoenix can have the meter. Haggar’s double lariat assist really helps my anti-air game with Chris too. I’m also liking TK Overdrive assist with Chris at a distance. He can cover her while she flies out, but I have to watch out for Supers (i.e. not being predictable). I’ve only started playing Haggar today, but once again, that assist is awesome.

Finally bit the bullet and added Sentinel. Chris-B, Dormammu-B, Sentinel-B. Chris is such a good battery that I have enough meter for Dormammu and Sent together. Both assists are good at getting pressure off of Chris so I can keep chipping away at their health. I’m still not the best pilot but I can do disgusting things for keepaway already.

Both Dormammu’s Stalking Flare and Morrigan’s Air Finishing Shower combo ender can set up for a combo into Chris’s level 3.

Copy/Pasted from the Viewtiful Joe assist thread.