Played some online casuals with a friend earlier this week. Anybody care to be a critic?
Starts at about 27:25
…and hello, I lurk the holy hell out the Chris Threads >__>
Played some online casuals with a friend earlier this week. Anybody care to be a critic?
Starts at about 27:25
…and hello, I lurk the holy hell out the Chris Threads >__>
Pretty solid…I only watched 10 matches or whenever the disconnection happened.
One thing I can say is that you shouldn’t have to make your BnB more complicated with the use of assists at the start. I didn’t get to see you finish a proper combo whenever you got a clean normal hit with Chris. Maybe because it’s online, I dunno. I’m also not a fan of the launch into Vajra combo…go for the safer standard Chris BnB then tack on the assist combo extensions.
Also is there a reason you picked boulder punch assist? Only saw it used in Dante combos and I guess it could work for mixups but IMO gunfire probably works better for Dante and Strider. I like boulder punch for combos but outside of that I never saw a purpose and the team hyper with that assist gives you sweep combo…eh.
Yeah, using my assists early in combos(specifically Vajra) is a bad habit I need to kick. I mainly use Jam Session to initiate my offense for my chip and throw set ups. I also use it for incoming, if I time it correctly, they have to take whatever I throw at them 80% of the time.
I agree that Gunfire is the overall best assist to select for Chris because of its better neutral support and THC, but I like Boulder Punch better for this team due to it only hitting once or twice and causing a hard knockdown, which Dante loves. And without scaling his combos to something hilarious. Same can be said about Strider. I believe it also has an invincible Crossover Counter… which I never bother to use…:bluu:
You should definitely save Vajra for later on in combos. You can get a full Grenade Launcher using Vajra assist, which will let you tack on a ton more damage. And yes, Combination Punch is an invincible CC.
Combination Punch is one of Dante’s best combo extending assists as it’s one of the few assists to cause a hard knockdown which Dante can take advantage of very effectively. Also, Vajra is more than enough of a neutral assist for Dante as Dante can put all the projectiles he needs on screen himself.
I didn’t think about the crossover potential, that’s good to know. I’ve been using landmine assist a lot recently and I never really try to crossover and see how effective that can be.
Only got to watch a few matches but it was really nice gameplay. Your use of fire grenades was on point and overall spacing was nice. I’m glad you were staying grounded a lot as well. Sometimes Chris players jump a little too much which gives them limited options. Overall good stuff, I’ll check some more out later.
About your team composition, I use Chris/Dante as well and personally go for Gun Fire assist for Dante. As said earlier, Vajra is more than enough for Dante but having two assists to pressure and mix up with is really strong. Gun Fire also plays a different role as Vajra will lose to certain attacks such as Hidden Missiles and Lariat, while Gun Fire can deal with them, so having that option is also really helpful. Regardless, Boulder Punch works as well, especially since the Crossover Counter is invincible. The reason I don’t use it is because I already have an assist to combo extend with Drones (and Vajra works very well too) so I don’t feel the little damage Boulder Punch adds on is worth not having an assist I can use constantly for pressure, zoning, and mix-ups. I know that whether I use Boulder Punch or not, the combo is not going to kill and I’ll need to go for a reset regardless, so Boulder Punch doesn’t have much worth to me personally.
About your team as a whole though, I noticed you said you would stop calling assists at the beginning of the combo (which is great) but what combo are you planning to use? I just wanted to inform you that your team can land about 1.15 million damage from midscreen rather easily (full screen is a little more difficult) and the combo builds more than half a bar as well. I can send you the notations over in the combo thread if you’re interested. It’s basically this combo but with a Vajra ender instead of Drones.
Hope this helps and good luck to you.
[media=youtube]uGlFv4fQTNo[/media]
I posted this a while ago on the Nemesis boards, but I figured it would be more relevant here since Chris does all the work.
That was sick. You think it’s optimized though? I don’t know how the damage scaling works off of Nemesis’s command grab, but it might be able to be tweaked to lose less bar. The damage was really nice though. The Chris/Nemesis THC looks like they were made for each other, haha.
I believe the way it works is the raw tag removes the damage scaling caused by the command grab, but not by the scaling caused by the first hit in the combo. This particular combo pushed the very limits of hitstun scaling though - I had to do as many things that aren’t affected by hitstun as possible, for example, if I tried to launch after the Flamethrower that came after the Grenade Launcher, they would fall out about half way up to max super jump height meaning I couldn’t hit them with a j.S. I’m pretty sure if I could’ve gotten an s.S, j.S j.Magnum and gotten max hits with all Flamethrowers in there I could’ve reached maybe 1,180,000, possibly 1.2 mil and be meter positive. But the second Flamethrower was very hard to time to get max hits because of the way the second grenade hits after Nemesis comes down.
And I love THC’s, they look awesome and do tons of damage. The THC’s between all four of of my main characters work with each other and let you continue the combo, unless you started it with Nemesis. It always seems to impress people when they notice haha.
Yeah, getting at least two flamethrowers is the key to staying meter neutral or close to it. That’s really sick though. All that off of a command grab. I’ve been finding a lot of true Touch of Death combos with Chris lately and I think they’ve all involved THCs, so they’re definitely strong, especially with a flamethrower after it.
Speaking of which, now that the semester’s over, I’m looking to get a team combo compilation video up sometime which will have a focus on high damage combos (nothing under 1.1 million) with various teams. They’re all going to be with Chris on point and will not have him DHC out. The combos will also lose no more than half a bar. I already have a lot of teams in mind, but if any of you guys have a team you’d like to see included, please let me know sometime and I’ll do my best to find something that meets these conditions.
I’ll also be uploading the 1 million damage Chris solo combo I mentioned in the combo thread earlier so be on the look out for that as well.
Can that work with Nova Strike H?
Haha, I actually wanted to do something like that myself but I didn’t want to record it all with a digital camera, so I’m just sticking to small videos for now. I love going out of my way to find combos that can at least kill Nemesis and She-Hulk with Chris. One of my favourite things to do when I feel I’m making no progress in the lab is pick Chris, then random my last two characters and try to get as much damage as possible in a practical combo.
And when you mentioned the 1 million solo combo I tried to find out if I could get to 1 mil myself, but I could only reach the 900s without a really impractical starter in the corner like point blank ground Magnum or two grenades which is just ezmode 1 million. I’m really interested to see what you’ve got, especially the full screen variation.
Thinking about it, maybe I should go back to Gunfire so I can have an overall better team, and I can also work on resets (which I am currently lacking at). The main reason why I switched to Boulder Punch was because of the stylish combos I came up with it :lol:. And I do miss my 2 bar THC assist punisher from almost fullscreen away.
And I actually played Chris/Dante/Sentinel for a long period of time before I swapped out the robot for the ninja, so I know how damaging that team can be. My combos are pretty much the same as yours, using both of my assists and 2 bars, you can kill everyone except Thor while being meter positive. I think I stole that from you at some point in time actually >___>.
And thanks to everyone that replied.
What exactly? I know you can use the overhead assist (not sure of the name) as a combo extender. If that’s not what you’re asking, let me know.
Yeah, I always had my team combo which does a lot of damage, but I was never interested in finding ones with other teams until people starting asking for team combos. Now I do it for fun as well, haha. I unfortunately only have my phone to record with too, but if you look at my channel, you’ll see the quality isn’t horrible since it’s an iphone, and you can even watch in 1080p. Still really which I had a capture device, but hey, if you have some team combos, let me know and I’ll put them in the video and definitely give you credit. Just shoot me a PM.
The solo combo is pretty tough to execute, especially full screen, but I can do the corner variation almost all the time now and I don’t even really practice it since I rarely ever have Chris solo, but I was super hype when I found it. I’ll definitely be uploading that before the team combo video. Probably soon since I just arrived home for the break.
Off of a raw Nova Strike H raw tag into Chris using both Nova and Spencer, I can kill Thor using three meters, starting with one, building two and a DHC from Chris to Nova. Starting with two meters, you can do a flashy three man THC at the end to do like 1.3 or 4mil using four bars.
Doing a Nova combo into Spencer assist + Nova Strike H, you don’t really have enough time to do anything that isn’t just s.S, j.H, j.S land cr.H Sweep Combo. The hitstun doesn’t let you use the Nova assist to get a Grenade Launcher unfortunately.
Alright, here it is. 1 Million damage Chris solo combo from anywhere on screen. Max damage bread and butter for now. It might seem tricky at first but I encourage everyone to give it a shot and try to master it.
[media=youtube]y0IOx49COuA[/media]
Here’s the description:
[details=Spoiler]I was pretty excited when I discovered this combo was possible, mainly because it allows those who use Chris as anchor or without combo extending assists to still pack a punch. Both of these combos work off of throws as well and only lose an 1/8th of a bar. The full screen variation is definitely more difficult than the corner variation due to the dash-up jump Machine Gun, strict timing of the Air S, and strict timing of the Flamethrower (it must hit with the opponent low enough to be able to connect with an Air S after the launch). Still, both variations are very doable and are a big damage boost from the previous BNB which did around 830K. Make sure to pay attention to the height of the Medium Grenade for each variation. That will ultimately help you time the Grenade Launcher super.
Combo Notation (Corner):
cr.M, st.H, f.H xx Hard Combination Punch, dash. d.H xx Magnum, S, j.MMHS, Medium Grenade xx Grenade Launcher, Flamethrower xx S, j.S, Air Magnum, Flamethrower xx Sweep Combo
Combo Notation (Full/Mid-screen):
cr.M, st.H, f.H xx Hard Combination Punch, dash, d.H xx Hard Combination Punch, dash, Jump Machine Gun, S, j.MMHS, Medium Grenade xx Grenade Launcher, Flamethrower xx S, j.S, Air Magnum, dash, Flamethrower xx Sweep Combo[/details]
I can’t believe I didn’t think of doing only one Combination Punch in the corner so you could get more time on the air series so you could throw a Grenade. Good stuff dude.
Thanks man. I actually thought of it while trying to find a max damage Land Mine OTG combo, so I was hitting them to the ground as late as possible to get the pick up, but then I remembered you could throw Medium Grenade and super instead, and it took off from there.
Yeah, the timing on this stuff is amazingly tight, but fun, impractical combo video shenanigans leads to ludicrous damage. It’ll be a long while before I’m anywhere near comfortable with trying this kind of thing in a match, though.
I can hit the corner variation about 85% of the time and the full screen variation about 60%, but that’s without really practicing it. If you put in a solid few days or so, I’m sure you can have it down pat. It feels really strange when you first go at it but after a few reps, it starts to feel pretty natural.