Oh yeah, I forgot to add that Viper’s focus attack also acts as anti-air or anti-rush down. It certainly eats up any of Sentinel’s aerial approaches.
Off the top of my head, I think Chris can use the Grenade Launcher to get in because it lets you move before the super is finished. This mechanic of the super also allows him to snapback during a corner combo
c.:l:,c.
,:h:,:f:+:h:,:qcb:+:l: (1hit) :qcf:+:atk::atk: (on 9th hit or during 3rd blast) :qcf:+A1 or A2
Chris has many options into his LV3. If he scores a magnum hit, LV3. If he scores a melee combo, LV3. If he scores a jumping shotgun, LV3. His sweep combo by the way, does good guaranteed damage when combo’ed into. It’s one of his easiest combos.
Speaking of jumping shotgun, he can start a ranged combo from this. I posted this on the Chris combo thread, he can j.Shotgun, s.Magnum, j.Magnum, s.Magnum (Wesker Samurai Shot) s.Magnum, j.Magnum. Requires some practice but it does 588,000 damage and it’s off of a easy hit confirm. It’s the timing of the 2nd and 3rd magnum shots that you have to watch out for. I think that if they buffed the speed of j.Shotgun, Chris would be a bit more viable.
Chris can also go into a 5-magnum combo off of a regular ground combo. M-Boulder Punch ending with H (Magnum) jump back Magnum, s.Magnum, OTG Assist, s.Magnum, j.Magnum. On any of the magnum combos, you can replace the last j.magnum with a LV3 instead. Does sick amounts of damage.
I found this neat little trick with Chris in the corner. You can throw a M-Grenade, Shotgun to detonate it (grenade detonates what appears to be low) and combo with a s.Magnum (then into magnum combo if you want)