After the first magnum you can do a launch then a quick s for knockdown into falling magnum then flamethrower plus missiles.
While missiles hit on the way down you can throw in a quick s before landing.
If you land earlier (right before missiles hit is ideal) you can combo grenade launcher super by throwing a m grenade then doing the super. Timing specific.
Finally, taskmaster can follow up his up arrow super with a quick swing into down arrow super if you need the extra damage for the kill. Since Chris usually builds at least two bars you should have enough to do it.
My evo 2013 pool matches i forgot to upload. Ended up losing to Jeo 1st match 1-3 then beat everyone else 3-0 to make it to the end of my pool then lost to killer kai who was sent to losers by Jeo. 1st major ive ever attended and i hope to play less crap next time around~~~
Wow didn’t know we had more Chris players at evo, you did well! I’ve been a fan of Chris/Task since vanilla so I’m glad that shell is still out there and doing well.
Thank you for this! Gives me some ideas with other characters and raw tag options.
Oh sick i felt like i was the only person running chris/task. Best believe if you have any tech im gonna steal it >=3 . Depending on what happens at this tournament saturday will decide if im going to stick with it .
We use different assists. I use Vertical Arrows and Grenade Toss and you use Gun Fire and Forward Arrows. I’m still working on my tech because my fundamentals are pretty shaky at the moment lol. Good luck at your tourney and hopefully we’ll play each other soon.
i had posted a long time ago about a hard tag combo between chris and she-hulk, well this goes just shy into the faltine loop range if fully optimized(without assists to extend it)
Also just played in Texas showdown and got top 16 ill post the time stamps when i get a chance if anyone is interested~~~
Lemme know what im doing wrong >.>
Also Also ( =D) Got invited to the curleh mustache of the south. Not sure if im going to enter yet but ill see about it.
Edit: Just found the matches of top 16 losers
^^^Bodied hard -_- i feel like vergil vs chris is just suuuuuper free.
ill try and find the match vs xsk samurai. did some really dumb things at the end shoulda of had that one.
I think you did really well both tournaments. I was rooting for you during showdown. I’ve been meaning to watch these again and offer insight. You might know this stuff already but consider it a refresher? I’ll only be talking about Chris stuff btw.
Game 1 - It sucks when the grenade doesn’t get out before stinger punishes it. I’m super free to stinger, something to do vs the devil bros is to stay patient and make sure your assists cover you before you start your game up. I’m never patient though haha.
Game 2 - Hard to get anything started there. This was the bad zero matchup in a nutshell, and games like this happen sometimes. A lot depends on how well the zero player plays it, unfortunately.
Game 3 - Really good round for chris, you were covering your approach with grenades, jumping in and applying pressure with guns and the combo with missiles was ideal. You got a little lucky with the missed incoming on vergil but then the throw happened.
Game 4 - Unfortunate input. Not sure if you’ve done this much but a well timed crouch medium can out footsie zero when done right. And if they block it keep going while calling your missiles to start your game up.
Game 5 - Some drops by Zero gave you second chances, the escape string into grenade super was good…zero couldave level 3d but he wasn’t thinking of that or got caught before he input it. Not a bad way to handle the vergil matchup. I feel like if he put on swords it could have been tough but since you did missiles to cover any teleports you were set.
I feel like you were in trouble as soon as you picked missiles, especially since the other side has beam/jam.
Game 1 - Starting task was a better option for sure to balance things out. Wolverine is terrible for Chris to control but it is possible with the right assist. Um chris only came out as an assist so not much to say.
Game 2 - Couple problems with point Task, Chris has to come in and block and you lose a horizontal assist when Task dies. Task is really good against Doom though, so it wasn’t a bad idea to keep him in. Tagging Chris after wolverine dies would be ideal in any other situation. Tough call. When he comes in vs Dante I feel like instead of throwing fire you could have confirmed that grenade shot into more damage. The up grenade was coming down but keeping in mind the third and fourth grenades are hard knockdowns, you had a chance to otg into magnum or maybe a combo punch if you dashed in close enough. Tricky confirm. Oh and when the grenade super hits later, DHC into doom was’t efficient enough. I would have liked to see some confidence in the magnum confirms for when that super does hit.
Side note - I’m a big fan of the team super stuff with doom/chris. Ive been messing with it and a lot depends on spacing, whether or not the up grenade hit and whether or not you call missiles before hand. I feel like xfactor is required to confirm a lot of the times when it hits. Still working on it.
Game 3 - This was a but nutty since the snap threw everything out of wack. The xfactor grab attempt was unfortunate, staying patient and waiting for doom to make a mistake or give you space probably was the better choice.
Game 4 - Ah here’s that bad point matchup. I disagree with backing away at the start. I feel like you almost have to push back, especially if you plan on calling missiles at the start. Meet wolverine in the air or stay on the ground to try and punish the jam session call. It’s so difficult though, dive kick and berserker anything blow up almost everything Chris can do. The end was just silly, but hey man you tried. Just watch your head when those characters are above you.
I recommend attending. I went to the last two East Coast ones (for singles not teams) and while I didn’t do well at all I still had fun being there and getting sets in against some of the best around.
Game 1 - The Hulk matchup is fun/frustrating for me. You pretty much can never call assists until your’re either full screen or making him block whatever you’re throwing out there. Example- you did a block string then called taskmaster but since hulk push blocked he could have gamma charged for a free birthday. Luckily that didn’t happen. There wasn’t any reason to throw a second flame grenade when one was out already, but that traded with H so it’s a wash. The one thing I’m doing more often now is waiting to see what happens to a grenade once it’s thrown. If the explosion hits, go in for the combo. If you start shooting guns before/during the impact you’re missing opportunities to kill. I’m guessing the super super stuff was just trying to chip him out, but you had that match going in your favor. Once you use bar it encourages hulk to use bar. I wouldave preferred shotgun with arrows assist call in that block string instead of mine into super. When chris comes back in you had good patience and established spacing again which is good. Chris vs Dorm is like 6-4 Chris and you did the right things. You did have three bars so you could have level 3d when the magnum hit but you have to look for that possible hit so you can react right away.
Whew
Game 2 - Once you escaped the rough situation at the start you were good to go. I think off the birthday magnum you could do a jump forward magnum into combo? It works a lot better against big bodies. Movement was really good towards the flame grenade/crossup. I think it was worth using xfactor on Dorm in the corner combo to kill. I don’t think Sent would have been a problem as long as you were careful. The late Task dhc was unfortunate, pretty much have to do it as soon as Chris hits with the rocket launcher.
Game 3 - I’d say you know the Hulk matchup by this point. When you roll out of a trade and grenade is still hitting try going for launch right away. Any other hit might make them roll out for some weird reason. The doom pressure with grenade is good, and you use xfactor when you didn’t have to but I guess it was for the team super mixup. Jump shotgun is good, and hey the level 3 didn’t randomly miss. Good job.
Vergil is extremely tough for Chris as long as he has meter. Without bar it’s a bit more favorable as long as you have xfactor to guard then cancel punish. Your assists don’t really help except maybe missiles to ruin the teleport. Team super with doom would ruin teleports too but again you need xfactor to make anything good out of it. Another key in the matchup is not to jump often. Every time Chris jumps it invites multiple mixups or a throw or a far reaching anti air sword normal.
Game 1 - You were able to shoot him out of swords to start so that was great. You got a little lucky with the cross over jump s but then the combo dropped and he took over which is a shame. Magneto infinites are stupid.
Game 2 - You jumped the stinger but got hit with disruptor, then wakeup L to catch him off guard. Not sure how that happened. Anyway it’s a dead Vergil which is perfect. I knew exactly what you wanted with the Task arrows into grenade super x factor, it sucks that the DHC was too late though. Not sure why Magneto got the hit on you when coming down, he shouldave landed on a mine or grenade when that happened. Probably shouldn’t have called machine gun assist so much at the end, chris really needed his health back to make that a better match. But hey you won this one.
Game 3 - Just can’t come down pressing anything against Vergil. The guns weren’t a bad idea but maybe shotgun would have worked better and guaranteed a safer landing. When you hit magneto with the grenade super again consider the magnum confirm. There was no reason to go in there, you could play the long range game and try to get him to come to you, but then he DHCd to Vergil and then random things happened.
Game 4 - At the start since you were close I would have liked to see a block string into safe missiles call to buy you time to throw grenades. The jump over s into assist call could have been a birthday. Instead it was just a unlucky teleport assist mixup into dumb infinite.
I was on the fence with sharing these at first because, well, they’re pretty bad. I got 4th at the xanadu monthly a few weekends ago and these matches are from losers quarters and losers semis. Almost all of my off stream matches were a hundred times better and the stream setup had no sound from the monitor so that was frustrating but all things considered I was hanging in there and doing my best. Think of these as team concept videos, showing why I think chris/doom/strider is “the best” and something I’ll stick with for a while. Both of these videos are against terrible matchups and MDs strongest players. So beware, drops and weird decisions ahead.
So apart from beam being beam, why do you pick it over rocks? Ive been rocking that team with rocks for awhile since I just enjoy having something slightly akin to a lariat assist but I think beam might be better off in the long run.
To be honest I never really tried rocks before. I might experiment with it a bit , but beam is a bit more oppressive and faster traveling so it deals with assists and it’s easier to combo off of. Makes sense to stick with that but I do switch to missiles for certain matchups.
I like rocks simple because it gives some MUs like Wolvie a much harder time than beam does, and rocks actually will beat out the plasma beam assist from the opponent. That said, I think rocks scales the combo more than beam, doesn’t oppress other characters who can sit at the mid/long range as well as beam. And sphere flame Thc will always suck more than photon array even if Killakelly has shown off practical THCs with that team.
Maybe it depends on the matchup but I practice against hulk a lot so I prefer beam based on that. I think missiles is better against some trickier characters. The jury is out on what’s most effective against zero.