I’m trying to make the ultimate keep-away team, and Chris is definitely on the team. I was thinking: (Not in order)
Chris (Gun Fire)
Hawkeye (Kamikaze Shot)
Arthur (Dagger Toss)
So, good idea, or is there someone better?
I’m trying to make the ultimate keep-away team, and Chris is definitely on the team. I was thinking: (Not in order)
Chris (Gun Fire)
Hawkeye (Kamikaze Shot)
Arthur (Dagger Toss)
So, good idea, or is there someone better?
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<div class=“QuoteAuthor”><a href="/profile/7231/KGershkoff">KGershkoff</a> said:</div>
<div class=“QuoteText”>I’m trying to make the ultimate keep-away team, and Chris is definitely on the team. I was thinking: (Not in order)
Chris (Gun Fire)
Hawkeye (Kamikaze Shot)
Arthur (Dagger Toss)
So, good idea, or is there someone better?
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</blockquote>
<br><div>Well, Chris isn’t exactly the best at keeping opponents away and there are much better characters for that but if you’re interested in him, I say go for it. If you want to play those three characters, I would say play that same order but with Land Mine assist instead of Gun Fire to help Hawkeye zone. You might even consider starting Hawkeye to take advantage of the assist and I’m fairly certain Scatter Shot into Grenade Launcher is a safe DHC as well. It’ll be tough using this team against heavy rush down teams like Wolverine/Akuma since none of your assist come out very quickly and might get blown up at close range. </div>
Thoughts on Chris/Dormammu/Hawkeye?
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<div class=“QuoteAuthor”><a href="/profile/83381/assid">assid</a> said:</div>
<div class=“QuoteText”>Thoughts on Chris/Dormammu/Hawkeye?</div>
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No air control but assuming you’re using Dark Hole and Triple Arrow, you can cover the ground pretty well. Dark Hole is a little tricky to combo with and none of Hawkeye’s assist can be used to combo extend (only in very specific situations) so combos will be limited. Still, you can hit confirm with cr.m > st.h if you simultaneously call Triple Arrow so that’s nice, and Dark Hole leads to some good chip. Hope that helps.
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<div class=“QuoteAuthor”><a href="/profile/37834/vsDenjin">vsDenjin</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/83381/assid">assid</a> said:</div>
<div class=“QuoteText”>Thoughts on Chris/Dormammu/Hawkeye?</div>
</blockquote><div class=“QuoteText”><br></div>
No air control but assuming you’re using Dark Hole and Triple Arrow, you can cover the ground pretty well. Dark Hole is a little tricky to combo with and none of Hawkeye’s assist can be used to combo extend (only in very specific situations) so combos will be limited. Still, you can hit confirm with cr.m > st.h if you simultaneously call Triple Arrow so that’s nice, and Dark Hole leads to some good chip. Hope that helps.</div>
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I run chris(gunfire)/Zero(ryujin)/Dante(jam)<br>Is there anyway for zero to add anything to the team, with his assists. I know his shippuga can do one or two extensions but nothing major. Any advice?<br>
Accidental post because I don’t know how to quote
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<div class=“QuoteAuthor”><a href="/profile/37834/vsDenjin">vsDenjin</a> wrote: <a href="/discussion/comment/8014999#Comment_8014999" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>vsDenjin said:<br /><br>
<br /><br>
assid said:<br /><br>
Thoughts on Chris/Dormammu/Hawkeye?<br /><br>
<br /><br>
<br /><br>
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No air control but assuming you’re using Dark Hole and Triple Arrow, you can cover the ground pretty well. Dark Hole is a little tricky to combo with and none of Hawkeye’s assist can be used to combo extend (only in very specific situations) so combos will be limited. Still, you can hit confirm with cr.m > st.h if you simultaneously call Triple Arrow so that’s nice, and Dark Hole leads to some good chip. Hope that helps.</div>
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Would you recommend using Dormammu’s liberation or Hawkeye’s up arrows to help cover the air?
i was thinking of trying <span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 18.66666603088379px; background-color: rgba(0, 0, 0, 0.0470588);”>Chris/Dormammu/Doom</span>
If you’re gonna run Dormammu/Hawkeye, I’d suggest using their strongest assists because if you don’t use Triple Arrow, you lose your hit confirm and Dormammu will lose a great mix up opportunity. As for Purification, it has really long start up and isn’t active for very long. It also doesn’t provide much lock down so I would say use Dark Hole or Liberation if you’re big on using spells.<div><br></div><div>As for Chris/Dormammu/Doom, I used to run that team back in Vanilla. The cool thing about it is Dormammu can use any of Doom’s assists so the team is pretty versatile. Different match ups call for different assists from Doom. Offensive teams can be slowed down with Plasma Beam. Ground based teams will have trouble getting over Molecular Shield. Teams that rely on the air will have to deal with Missiles. It’s nice to have that option. Combos will work best with Dark Hole and Molecular Shield. Missiles can’t be comboed with and Plasma Beam can only be used where Dark Hole can. Missiles can’t be used in combos for this team.</div>
Just keep in mind that one of the biggest issues you will run into with Chris/Dormammu is the fact that Dormammu’s “Dark Hole” is a bit trickier to land in the corner, and majority of Chris’s combo’s will land you in the corner.
One thing that I have been pondering for a while is Chris/Strange. I think for anybody who can use Strange well, this team can be lethal.
Just a theory. Wish I could test it out, but my Strange sucks…Any takers?
Best point Chris teams?
I’ve been working on Chris/Spencer/Doom and I honestly think this might be the strongest Chris team. You can use any Doom assist you feel works for you (missiles are probably best for most matchups since it covers Chris’s biggest weakness, but plasma and rocks really do wonders against the rushdown bullies), and while either of Spencer’s grabs work for combo extensions I love the horizontal grab that either catches people off guard or helps you continue a full screen combo. Of course this is just my opinion but this is the only point Chris team I feel safe using at the moment…
I’m curious to see which teams you guys think are best with Chris on point. Don’t be afraid to include Vergil in yours.
Palm Loops do work after Sweep Combo. I like the idea of Chris/Strange as well as for that reason as well as the versatile assist selection. Bolts can be used as a combo extension very well. Couldn’t find any for Eye but it has it’s uses in the neutral game. Spencer/Strange is probably best for that team since I don’t know what assists benefit him while he’s in the second slot.
Personally I don’t believe there is an end all best Chris team because certain assists deal with certain matchups better, but that’s not what you asked. Anyway, the best point Chris teams would be:
Chris/Haggar/Strange - Gives Chris almost everything he needs. A get off me assists with psuedo air control with Haggar, and a solid beam that allows Chris to apply pressure. Both assists give Chris a solid combo extender and work well in a THC.)
Chris/Dante/Strider - This team gives Chris ultimate air control, resulting in him getting his ground control on because as long as you’re not Dante, Spencer, Vergil or Wesker, Chris makes you go where he wants you to go. Vajra is one of the few assists that let you get a Grenade Launcher super without having to throw a Grenade, but you have to do it fairly early in the combo, which is fine because Grenade Launcher does a fuck ton of damage. Dante also loves having Strider in neutral because he can just call Strider and then do one of 16,000 mix ups.
Chris/Spencer/Sentinel - Lack of air control, but you can convert off of every single hit into an easy ToD. Chris can have a hard time covering Sentinel but if you time your specials right you can get Drones out there. A DHC into Spencer is pretty much a guaranteed kill on most characters if you couldn’t use Sentinel in the combo anyway. Spencer gets a free 80k off of Sentinel too racking up the damage, and Sentinel’s DHC is also very poweful.
Chris/Haggar/Strider - Personally I’d prefer Haggar on point for this team, because Haggar doesn’t really get anything from Vajra without X-Factor, but this team gives Chris the two most important things he needs; a get off me assist, and air control.
Chris/Rocket Raccoon/Strider - Rocket Raccoon is actually a great partner for Chris because Spitfire Twice is one of the best (probably the best) projectile assist in the game, and Chris can move right along side it. RR’s trap super gives Chris safe DHCs, and I’m not quite sure but I believe their THC works also netting a nice amount of damage. RR can confirm off of a Vajra hit if he’s close enough with Mr. Flapper and Gun Fire + Burrow is a dirty mix up because of the average speed of Chris’s assist with RR’s amazingly fast teleport letting him react to what someone does after he teleports.
Chris/Ammy/Strider - I don’t really need to explain this one. Ammy and Strider provide such amazing support that any character would benefit from their assists, but Chris benefits that little bit more. If Ammy gets you locked down, Chris can apply so much chip because they’ll be push blocking the wrong move since they’re getting hit by so much. Ammy can extend Chris’s combos, but it can be very awkward to do so - not to mention they’ll scale it pretty hard if you haven’t don’t a flamethrower yet.
There are obviously more, but this is all I could think of right now since I just woke up.
For me i’ve used chris/zero/dante from when i picked this game up. Chris gets a really good follow up to his sweep combo. gets a good get off me assist from zero’s ryuenjin assist. air pressure from dante’s jam. jam is a great combo extender. Chris’s gun fire is good for covering teleports and command dashes.All three characters are strong by them selves, but have good synergy.
I’d figure that swapping Zero out for Vergil instead might make more sense with that team. I’m not a fan of seeing Zero second even though it’s been done before.
Glass, I like the Haggar/Strange team except there’s no good answer for people that choose to keep in the air. Probably one of the best against pure rush-down stuff, even though Wolvie can duck under bolts easily :/.
Dante/Strider one is good because that shell makes any team look good.
I also like Ammy cold star, dunno about with Strider though. Maybe Chris/Doom (probably missiles)/Ammy would be cheaper for more some of that THC stuff.
I think in the long run any vajra-based team just won’t cut it unless you have a character with a teleport or a fast movement with a good up close pressure game. Since Chris has neither of those, it’s only really good for him and not great IMO. That said, it would be a good choice against a Trish or MODOK counter-picking scenario, but I would still pick missiles instead because I’m done with Strider.
While Missiles is alright for Chris, I don’t feel at all that Chris/Doom is a good shell which is why I didn’t list them as one of the teams. It’s just another case of Missiles helping a character that needs it. Doom gets zero benefit from Chris really besides meter build, and the only thing Chris gets from Doom is decent air control. I personally feel that Doom with Molecular Shield is better for Chris from my experience, but that’s just me. But obviously if you’re running Doom/Ammy you may as well go Missiles.
Shield is pretty good but I’m really starting to prefer plasma beam in some tougher matchups. Prone stance plus plasma annoys a lot of people, and you can smg on top for a ton of chip, and you can also get a free magnum shot off of an easy plasma confirm full screen. I’m still trying to work out the best combo that uses it though, not having the game at school is the worst.
I really dig all of Doom’s assists, I just wish they were attached to a character I actually enjoy playing.
No Doom? No Vergil? Both of these characters are some of the best anchors in the game, and both have multiple assists that can be taken advantaged of for a variety of match-ups. Doom can also an extremely powerful second character if you master TAC infinites.
My own opinion…
Chris/Doom/Vergil or Chris/Vergil/Doom
Very similar style to Chris G’s Morrigan/Vergil/Doom, Hidden Missiles can apply pressure where Chris cannot, and also help with granting Chris time to plant incendiary grenades. Rapid slash will allow you to keep the opponent back for more and better zoning options.
Having Doom second is very plausible if you master the TAC infinites. Sometimes Chris can end up getting a hit from his mine plants or incendiary grenade plants, but not be able to kill off of it. Doom TAC will pretty much take care of that. Same applies for grab set ups. Having Vergil third is a no brainer.
Chris/Spencer/Doom
Similar to your Chris/Spencer/Sentinel, but personally I feel that Sentinel is too much of a liability in the current metagame. Most players will be running characters like Strider, Vergil, Doom, Raccoon, Arthur, Phoenix, as anchor, and all of these characters give Sentinel and extremely tough time. I personally think that at the rate this game is going, Sentinel will eventually be fazed out as an optimal choice for anchor, despite his excellent assist, because although his anchor ability is solid, his big size and low health makes him too hard of a target to defend.
Other than that this team is pretty self explanatory. We all know the capabilities of Spencer’s grapple assist, and we all know how well Spencer works with both missiles and plasma beam.
Chris/Dante/Strider
This I agree with because Dante/Strider is crazy in the right hands. Provides with Chris with ultimate control of the field. Still not a fan of using Strider in general (bad damage off x-factor, pretty predictable without meter, low ass health). This team can be pretty interchangeable as long as you find an anchor that can help Dante offensively. (Chris/Dante/Doom, Chris/Dante/Vergil, Chris/Dante/Ammy)
Chris/Doom/Ammy
Again, taking inspiration from another high stakes player, Marlinpie, this team can function pretty well with Chris as point character. Chris again relying on either plasma beam/hidden missiles/rocks interchangeably. Doom/Ammy’s shenanigans we are all aware of and can also be taken advantage of with this team format. Ammy I think is kind of slept on as an anchor I suppose because she relies heavily on meter, which in the case of both Chris/Doom is not a problem getting throughout the match.
There are some teams that I think would do very well in the current metagame, but it’s all theory right now. Characters like Strange, Raccoon, and Haggar have potential but some of these characters may fall short simply from lack of tech or overall conflict in team order. One of the biggest issues Chris has in my opinion, is that he cannot be optimized in any other position other than point, and that doesn’t allow him to pair up with characters like Haggar who also benefit from this. That’s my opinion though.
Let me know what you think.
If we’re talking about the best assist for Chris, Lariat probably wins in that category. Push comes to shove, your opponent is most likely trying to get to you, whether through the air or ground or teleport. It’s an issue trying to find assists that can stop different approaches but Lariat just protects Chris himself. If you’re building a team with two strong assists for Chris, I think Chris/Haggar/Sentinel is probably the best. Kill combos, two assists Chris can do really well with, and Haggar/Sentinel works well too. The only problem is Haggar and Sentinel have their fair share of bad match-ups, and the team overall could be stronger even though the assists are really good for him.
So I’d say the overall best team for Chris would have to be Chris/Frank/Dante. Not only is Frank/Dante one of the strongest pairs in the game, the two assists work really well for Chris in the neutral game and are great for high damage combos as well. Chris can also get Frank to Level 5, so all the pressure doesn’t have to be on the Frank/Dante THC. I don’t think any other strong pair of characters benefits Chris as well as these guys. You have an assist you can use close range and confirm off of and an assist that can stop air and ground approaches. If you’re thinking of naming a Chris team one of the best, think about whether it can run with someone using Akuma’s Tatsu assist. If you have two assists with slow start-up, you can get blown up pretty easily by a Wolverine, Dante or Taskmaster with Akuma assist. Having an assist with fast start up becomes more and more valuable as the game develops. That’s the reason why GcYoshi is dropping Spencer and I dropped Dante with the Drones shell. Still, this team will be free to teleports but we already talked about Lariat assist. Also, Level 5 Frank is easily one of the best characters in the game and any character that can confirm off of Jam Session is super solid. That’s the reason why Zero/Dante is so strong. Dante is also a solid anchor, although his combos usually take up a lot of his own X-Factor time.
I’ll add my two cents on Vajra assist as well. I think Vajra is only as good as the character using it. In the hands of Viper, Vajra is extremely deadly because you can’t press a button when it’s called. Viper’s offense protects Strider extremely well. She can also force her opponent to stay still with the threat of EX Seismo. Although Chris can also OTG and benefits from Vajra in combos, the assist doesn’t have to be respected since Chris can’t protect him very well, or keep the opponent still. Vajra’s tracking isn’t the best, especially with movement vastly improving in the meta game, so the only thing Chris benefits from is the defense it provides against characters who stay in the upper corners of the screen. He’s one of the best anchors around but I don’t know if Chris can utilize the assist well enough to justify using him. I’d say use if you’re a fan of Dante, but that might be it. Any other team it’s on feels like a team with two strong assists for Chris rather than an overall strong team, as discussed in the first paragraph.