Chris hits like a tank, yeah. Off of one land mine he doesn’t even need to do a super to hit 600k.
I think, like most people have said, that he’s a chip character. Just doing a jumping shotgun is about 75,000 dmg on chip, and if they advancing guard, you can immediately do Gun Fire M for about 135,000 chip dmg.
I agreee that Chris needs to work in tandem wiht assists to be truly effective. I’m running him with Taskmaster and Spencer right now with him on point. I use Taskmaster’s parabolic arrow assist, and use that to force people into a super jump or something to avoid the shot, then make them land on Gun Fire M for a very decenet amount of chip. I might throw a grenade also to keep some fire there to make a grounded approach difficult.
I think his jump D+H is actually very good, since you can hop over most projectiles and punish, and if you’re about midscreen you can combo off of it since his crouching M has absurd range, and can lead to a full combo of about about 700-800K.
The land mine can be every effective, as if it hits, you can do a huge combo for big damage, plus you build about a meter and a half just from that combo too. It’s slow, and you have to know when it’s safe to use it, but it’s definitely an effective tool.
Chris is also a great assist punisher, as his magnum blows through whatever most assists can throw out, and since assists have no bounce limit, he can repeat jumping magnum for a kill in about 3 or 4 hits. Doom and Sentinel and whoever else stays out a while need to be called in only when it’s totatlly safe, as Chris can shoot one magnum and take off a ton of health.
Chris’s hypers seem bad on paper, but in appliance they really aren’t too bad. Grenade Launcher has the odd little quirk of disabling beams or beam like supers. If done on reaction to say, Iron Man’s Proton Cannon or Storm’s Hail Storm, the first shot has immense priority, and can disable the whole beam super so Chris can almost walk through and get a full punish. It’s also not a bad option for DHC’ing into, as if he’s able to get the 2nd shot off at all, a combo needs to cease as the sky grenade will usually stop the combo. Chris can turn this into a full combo if the opponent is not careful. The first shot OTG’s also, so it’s not bad to get a flying screen knockdown and then DHC into a fast beam hyper of some sort.
His lvl. 3 is really interesting, as it has tons of invincibility, and is capable of blowing through almost every beam and projectile hyper in the game, even from full screen. The lasers do plenty of damage, about 446,000, and can be easily tacked on to the end of a long combo with an assist’s help and the H Combination Punches. Chris can even punish the usually very safe Okami Shuffle with it, provided your reactions are quick enough. Chris builds meter like very very quickly, so this option is usually available and is very good to use.
Overall, like people have mentioned, Chris is a tricky character, and it will be a while before anyone is playing him at the top of his game, but he can be very good with the right assists, and is easily capable of taking over half your life away in chip before you even realize it! I’m not a very good player, but I enjoy talking about Chris, as he’s a very under the radar character.