I’ve been practicing it for a while, I just have really bad match composure and my execution blows as a result.
It was actually pretty easy for me to figure it out, took me about five tries. What you’ve got to do is after you launch, you have to let Chris jump to the same height as the other guy, then delay the S in the MMHS so that Chris hit their legs or feet, and just buffer the Grenade so it comes out as soon as you land. Then, once it’s bounced off the wall, just after Chris says “on”, cancel into Grenade Launcher. Getting the timing down for cancelling from the Grenade is the tricky part, but it will come with practice.
Exactly what GlassLemon said.
Yeah, I went to my first major last year and dropped combos I can literally do with my eyes closed. It’s a whole other world when you’re in a match.
hey guys here are a couple of my chris BNB’s for my team of Chirs/IM/Doom. I feel they are optimized for damage, but am open to suggestions. [media=youtube]6eUVUQf8eh0[/media]
this one does 1,159,900 dmg. I did the video with the dummy in the corner, but you you dont have to start in the corner for it to work as long as you end of there.
[media=youtube]WRALjFccfFU[/media]
this one is off a throw age does 961k dmg. Again you dont have to start in the corner as long as you end up there.
Both combos are fairly easy to do and are meter positive.
Very cool, way to find awesome combo extensions using super useful assists.
Godlike. I could never find a way to use Hidden Missiles in a combo effectively before. Definitely gonna have to steal that one.
I got that idea from video I saw and figured it would work well for my team. I have another combo BNB that is my go to that just has doom missles involved its not as damaging, but hits anywhere from anywhere on the screen or from throw and if you happen to be near the corner you have the option to connect to sweep combo. ill try to post a video later tonight.
It’s really sick nonetheless. Does the combo you’re describing involve calling Doom when you relaunch? I mess with that and got a Flamethrower with the Missilles OTG. Didn’t do much damage though so I doubt it. Regardless, if you start the combo with two Combination Punch and then a jump Machine Gun OTG into Launch will always get you to the corner. You can look at the video I posted up recently and see the full screen variation. With that, you can use both of your assists from anywhere on screen.
I created a combo video to showcase some of my Chris and Frank stuff, including level up strategies and TODs. Check it out!
[media=youtube]HUK5cIvpMoc[/media]
If you want slightly more damage, you can OTG with a jump magnum while calling shopping cart and still saving your ground bounce.
Very good video though! I’m also a fan of Chris/Task combinations.
Thanks! And I appreciate the input but it actually does slightly less damage. I think it’s basically at max scaling by then and the machine gun does multiple hits. Also the pick up is a little higher so you get less of the flame thrower to hit.
That was slick. I have a team combo compilation on the way that has a combo that levels up Frank to five, but I don’t play Frank so I’m glad there are videos out there spreading information about the duo. You ever consider starting your combos with two Combination Punches into Magnum? You miss out on quite a bit of damage without it. That Frank combo at the end was amazing by the way.
Welp shows what I know. Looks like I’ll have to go back into training and try these out.
Yeah, if you do that from a throw starter then you can only get hs or sometimes mhs after the launch and it affects the timing for the otg machine gun to cart, makes it a lot harder to do. I do however do it in a combo without a throw starter later in the video.
Thanks for the comment!
No problem. For throws, I don’t even launch after the Magnum. I just jump Machine Gun and call Frank from the Magnum’s hard knockdown. Much easier and saves you a lot of execution. Something to consider if you’re ever in the lab again. Good stuff man.
True dat, the launch to mmhs will do two extra hits but I don’t think I ever checked the damage comparison. Thanks!
sorry, got busy last night. anyway video is below.
[media=youtube]LN0XqRXHpUo[/media]
i don’t normally use combo punch to go across screen just cause i have trouble landing the otg machine gun after the 2nd combo punch. I really should do it though, the dmg is worth it.
the second video below is to show how to still connect super using doom missiles after u have used your wall bounce. I personally see this situation a lot, but never use this combo cause i usually use IM assist to connect grenade launcher. you can plug the otg magnum, combo punchxxsuper in any combo and it will work.
[media=youtube]QaVgacD6glg[/media]
Legit. I haven’t fully mastered the full screen Combinations Punches either but I’ve gotten a lot better at it over the week from recording some videos. In the second video, although it’s small, couldn’t you do a Flamethrower after the OTG Magnum and then cancel that into a Medium Grenade and then into Grenade Launcher? Maybe the extra bar isn’t worth the execution but it’s just a thought. Regardless, using Hidden Missiles to combo extend is really sick and I’ve found a few kill combos with it. Thanks for sharing man.
I think you can, but the timing was weird for me and since i already had a combo in place i never explored that option further. i think u will net more damage though.
Ive been trying that solo bnb you posted. My results are inconsistent, timing that grenade to super is a PITA. Do you think that combo will work off a throw?. I would try it but can only seem to get the corner combo once every 10+ tries, so i haven’t tried from throw yet, but i think it should work.
Yeah, both of them work off of throw if I recall correctly. Don’t know how much damage they do though. The timing is definitely tough, but at some point, it just clicks. Chris’s Air S has a pretty high vertical hit box, so you can sort of float up there and then start the air series and have the Air S hit while Chris is almost off camera. After you get that timing, you have to learn the timing to get the Medium Grenade out as soon as you land. You have to buffer it while you’re still in the air. After that, you have to learn the timing for when to cancel into Grenade Launcher. If you get the first two steps done well, the cancel into Grenade Launcher becomes that much more leniently. Just keep grinding and I’m sure you’ll get it. When I was coming up with the combo, it took me a lot more than 10 tries to get it down… a lot more, haha. Eventually it’ll click though, trust me. Good luck man and keep those vids coming if you ever come up with something new.