I wanna use Iron Fist on my Chris/Hulk team. I am torn between him and Dante. I prefer to have Iron Fist on the team, but I’m afraid having the Rising Fang assist may be redundant for Chris. Would having a wall-bounce assist be that big of a problem for Chris? The other option is Dante with Jam Session, but I’d prefer to use IF and Rising Fang. Also, I’m kinda torn on what Hulk assist goes best with this team? I’m using Gamma Wave because it’s the only one I could get any use out of at the moment, but it’s uses, I find, are limited. Any help would be appreciated. Thanks.
I use Drones for that exact reason but with something that can be push blocked multiple times like incendiary and flamethrower, I can’t dash fast enough and set something up (I use a pad so no plink dash). Also, the assist doesn’t get push blocked with me so Sentinel is just standing there while I’m full screen, ready to eat a super or something. The single push block from a medium grenade allows the Drones to keep them still and allows me to throw more grenades and use guns while still keeping them cornered.
Weasal Shot is a really sick assist and Strider benefits from it a lot more than Jam Session since its easier to combo off of and doesn’t scale the combo so bad, since Strider already doesn’t do any damage.
I think Chris/Storm has potential as well. Having a one frame super in Hail Strorm from a THC is always a lethal weapon and doesn’t allow your opponent to call assists the way they want to. Speaking of chip, I’m sure some slick stuff can be done with a two bar THC since Hail Storm does insane chip. I think the real issue lies in finding the proper time to call her assist but once that gets figured out, I think they can be a really strong pair.
I’d say the Chris/Iron Fist combo is pretty legit. I used Rising Fang when Ultimate was first released but dropped it since… well, Iron Fist is pretty bad and didn’t fit for me. Regardless, Rising Fang wall bouncing is no where near an issue for Chris, it’s easy to confirm into a magnum or a combo if you’re in the corner. That being said, the assist is great for Chris in that it hits that tri-dash area that Chris can only reach with a Shot Gun. As for Dante, I use Jam Session on my team and absolutely love it. Also, Chris/Dante has a safe DHC while Chris/Iron Fist doesn’t. Sure it’s difficult to combo off of but it plays many roles in my game, both offensively and defensively, and I’d say it’s overall more flexible than Rising Fang. As for Hulk, I would definitely use his upward Gamma Charge assist. It’s just a giant hit box protecting one of Chris’ most vulnerable areas. I’d only use a different assist if I already had an assist going upward (Missiles most obvious). Hope that helps and good luck.
alright so @Densuo @vsDenjin i have this pretty neat concept on my team replacing missiles with molecular shield and i’d like to hear what you guys think about it so, here’s a clip showing some of what i mean
[media=youtube]2LJtD0jXec8[/media]
Not gonna lie, that was pretty slick. Practicality wise, it isn’t very optimized but I’m not sure if you’re presenting this as a BnB or just a concept. As a BnB, it’s lacking, but as a concept, I think it’s really neat. Nice find.
Also, I don’t wanna be that guy but videos should probably get posted in the video thread or the combo thread. I think videos can go here if they are videos exclusive about the synergy between Chris and a character. Those other threads seem a little dead so it’s probably best if we spread some life around, haha.
Haven’t tested it yet but I’m almost positive this team has a combo that does over 1.1 million damage and leaves you with more bar than you started with. If you like, I can test it out and give you the notation in the combo thread.
Nice. Some discussion that isn’t purely about combos.
Jumping on to the chip topic. Chris has troubles opening his opponents up in the corner, especially if a grenade is already in place that’s keeping them in blockstun (you can’t attempt tick throws if they are in fire grenade blockstun obviously). That’s when I usually just resort to chipping them out.
Some characters are worth attempting to chip. Magneto has strong close game presence and is very fast. While being close is not problematic, I want to get a lot of damage in, even if he’s going to pushblock me away. This can give me some time to set-up explosives and plan a move from there. Flame thrower xx bombs is not a bad idea against other close range characters either such as Haggar and Hulk.
Against Trish or Morrigan however, staying close might be more favorable.
Personally I don’t like being flat in front of my opponents all the time because I have less options and it’s more dangerous to call Sentinel.
Also, I got too comfortable with using c.M all the time. c.L is underrated to me now haha. c.M is still THE normal to use, but when up close, I should condition myself to using c.L every now and then.
s.H also has some good active frames. Can be a potentially good poke to stop incoming tri jumpers maybe.
I remember a tweet about you wanting to play Vergil like the rest of NorCal so I thought you had left us, haha.
About Magneto, I always imagine him with Missiles backing him up (because that’s all I see nowadays) and with that, being full screen leads to me getting out zoned by Disruptor/Missiles or even worse, getting rushed down by Plink
Dash Flight/Missiles. That’s why I prefer to pin him down in the corner because he can’t call Doom and then I go for the throw or bait a throw tech with a back dash cr.m (which goes under his st.h) but that’s pretty match up specific.
The only issue I had with not using cr.l was when it came time to punish. I’d always use cr.m and end up missing it but I’ve gotten over that now fortunately, haha.
On the topic of being close up in general, the only reason I like it is because people tend to feel an urge to escape the corner and that’s when they make a mistake (leave themselves open to air throws, get hit by Jam Session, etc.) but not against teleport characters though, eff them. I also only want to be close when I have the opponent cornered, mid screen I try to play a little more defensively and punish mistakes.
Also, I don’t know why I haven’t posted about this yet but for the past few months or so I’ve been calling Sentinel simultaneously with a back dash and then canceling the back dash into a forward dash. It’s extremely quick and puts Sentinel way behind me, keeping him away from the action. That’s how I keep my corner pressure up without risking him getting happy birthday’d and I think anyone who uses Drones should start using this tactic. I don’t call Drones without it anymore and I’ve gotten happy brithday’d significantly less. It loses to teleport characters with beams backing them up but that’s a different discussion in itself.
That Sentinel segment is really simple, but interesting. I think I might try to make a habit of that.
You have a lot of good material.
My main problem is that the fire grenade might work against me if I want to stay close. For example, against incoming characters I like to throw one. Once the fire puddle is out, they can spam pushblock and get me away instantly.
I guess this is where the niche of the M grenade comes to play. I may want to switch it up. The Mag/Doom combo is VERY common in norcal, and frankly it’s very annoying and difficult to deal with. Staying up close might be the best way to handle it.
Thanks man. I’ve been grinding to push Chris up a notch on the competitive level for a while now but never shared what I’ve learned. As for the medium grenade, it’s all theory right now but I’m gonna start testing it out in matches and work on set ups in the corner. It just feels good to know exactly where I’ll be push blocked to since they can only do it once with the medium grenade. I’ll let you know how that works out though.
I’ve been playing against nothing but Mags/Doom the past week or so an it’s definitely an issue. The problem is getting Magneto to the corner in first place. Honestly, the only way I’ve done it is by using a preemptive magnum when I think they’re gonna Disruptor, but even then, Missiles are probably coming and the momentum will shift back to them if I can’t avoid it or didn’t call Drones. The only way I’ve beaten it is by setting up a throw on Magneto when I finally get him cornered, but that becomes harder and harder the more skilled your opponent is but both of our teams can kill him off of throw so I think it might be vital to the match up. The Magnetos I’ve been facing aren’t very disciplined and are eager to jump as soon as they leave block stun so I’ve been catching them with cr.l after Drones finishes but again, the Magnetos you face will probably know better than that.
yeah thank you! that’s exactly what i was hoping to happen. plus another chris team i have in mind is chris ironbro(beam/repulsor) and doom(missiles)
Actually, this combo with the first team is getting pretty interesting. May have to try to record it but I’ll post it up when I do. I’ll mess with the Iron Man team as well although comboing with Hidden Missiles effectively has always been my arch nemesis…
i have something on the way as a matter of fact
http://imageshack.us/a/img69/2678/hm04.png
EDIT: just posted it in the combo thread.
iirc m grenade not only recovers the fastest (L grenade starts up fastest. h grenade is slowest. will double check after work) i
I think @GCYoshi13 is the only one that truly uses it. every grenade is like a challenge to touch Chris. M grenade should be used more since just like H grenade once it leaves Chris’s hands it blows if he’s hit.
chip strings?
@vsDenjin funny i do something like that with my Haggar team. you CAN cancel a back dash into a forward. so it would be b+at+at xx atk +atk+P1/2. should be a good way to mask Strider or Doom calls.
@bloodabeast the thing i like about Doom is all three benefit Chris. Missiles being the riskiest. does molecular shield hit behind doom? I think plasma beam would be best for that team. Doom beam is great at clear trash out the screen which helps both Chris n Spencer. but again. each assist can help them both. ah… so much potential…
Yeah, it’s a great tactic that protects pretty much any assist. I use it with Jam Session as well and it puts me inside of the pillar so that’s nice.
Good to know, thanks for the help.
Would using Hulk’s AA Gamma Charge assist make Rising Fang irrelevant? I mean, it’s purpose is to be used as a get off me assist, right? Would it be superflous to have both Rising Fang and AA Gamma Charge as both of Chris’ assists?
I don’t think so because although they’re both defensive assist, they cover different areas. The lack of a projectile assist might prove to be a problem but I think AA Gamma Charge and Rising Fang is a playable combination. It’ll all come down to you using the team in actual play though. Let me know how that goes if you ever get around to it.
Alright, will do. Thanks again.
In the mean time, can you or anyone else tell me if it’s smarter to have Chris on point with Rising Fang assist or Iron Fist on point with Gun Fire assist? I know Chris is a good point character, but what about IF? Should I bring this question to the IF forums?
dhc synergy is the only problem.
Chris gunfire is fine. Iron Fist nor hulk really need boulder punch or land mine. maybe gun fire can be timed to let IF get more rekkas in after an OTG mid combo. As a get me in it should be fine since IF has such a good wave dash
Not an Iron Fist player but from a pure team building perspective, I’d say start Iron Fist because if he dies, you still have Chris with Hulk’s AA assist as opposed to starting Chris and having him die and then all your left with is Iron Fist with Hulk’s AA assist, which is less effective.
As I mentioned before. I’d list the data on the grenades:
(L grenade starts up fastest. h grenade is slowest. will double check after work)
L Grenade 17 startup 30 recovery = 47 frames
M Grenade 20 startup 25 recovery = 45 frames
H grenade 25 startup 26 recovery = 51 frames
I remember landmine actually being the slowest out of all the mines, but it recovers the fastest. Not sure.