I feel ya, but since Chris is getting a stronger ground control and the potential of his Shotgun is better, I feel he has some more answers. If your opponent takes the sky, he/she will have to come down eventually. The lengthened duration of the Grenade Toss H should help with that a lot.
He can’t control the top of the screen, but around half a screen below the top, he can hit his opponents with jumpin 2H and cancel it into the improved Shotgun. That should help with his air-to-air confrotations. Also remember that he might be able to follow up on air throws by himself without an assist now. Chris has one of the best airthrow combo potential in the games imo. The only other character that can effectively follow on both his/her ground throw and air throw consistently is Magneto.
Characters that can take the skies and keep away are pretty obnoxious (Taskmaster, Trish, Wesker shooting his guns and warping, Deadpool). Chris has a lot of life for a reason though, patiently approach while throwing fire grenades. If you can force their jump, meet them up there with an air throw.
I just really get blown up by air teleporters (dormammu, phoenix) and flight masters (magneto, storm, etc), as they can stay far away from chris, or right behind him, for a while.
You mean I can actually combo off of Chris’ throws without mashing the hell out of cr.M and watch it miss anyways?
I recommend you just swap out. Either you’ve got a bitchin ass assist that can help you zone/apply pressure, or they’re gonna to get in like it’s Thursday Night and you’re a Sorority chick.
I honestly just jump block whenever I see either of those characters jump. If I see a teleport, I immediately mash H and get an air throw, or failing that I stab them in the face. After that it resets the situation. Dorm will eventually stop doing it. Pheonix won’t, but it doesn’t matter bc IMO against Pheonix you should be playing to time her out anyway, which means a whole lot of jump blocking.
I played against a lot of Dormammu over the weekend and I could never throw when I guessed the teleport right, it’s a lot trickier compared to Dante’s. I’m just gonna start blocking now because I’m tired of getting stuck in a touch of death even when I guess right.
With UMvC3 around the corner I started using characters I never used before like Arthur and Chris, literally JUST started playing Chris this week and am pissed off I didn’t try him out sooner. Yeah you need to put in some extra work with him but he is so much fun to play and I can tell right off the bat if you know what you are doing he can be deadly and in my opinion mid to top tier.
Honestly in my opinion I think canceling his OTG pistol into specials is gonna bump him way up in the tier list and now him having a wave dash as well and a super fast magum shot… I know it’s early to say anything and we havn’t seen all the new UMvC3 characters yet but I am seriously thinking Chris is going to be top tier in Ultimate. Seth has even said that UMvC3 is shaping up to be more of a zoning game than vanilla so I think that’s gonna help Chris out even more.
The only thing I am concerned about is a new good invincible assist because I will admit I base alot of my gameplay atm on Haggar’s assist and it’s gettin the nerf bat so I am crossing my fingers atm that one of the new characters has one. =X
First of all: Welcome to the fold. We always need new people.
Second, Chris’ defense (I think) is going to be much more based on grenades. So the best assists are going to be ones that let him chuck them out all the time. Also: the one thing I’m hoping will be effective is the forward-M gunshot cancelled into fire grenade. I’ll see if I can try it out at PAX. As of right now, my Chris lives and dies based on intelligently switching from offense to defense and back, and I think it’ll be a bit easier (and more effective) given his changes. I can’t wait to turn any stage he’s on into a goddamn lake of fire.
I thought he was already based almost entirely around those fire grenades. He would be a trash character without those IMO (Although Ultimate seems to be both fixing that AND buffing the grenades, so I’m happy.).
That being said, I don’t see Chris being high-top tier in Ultimate if only because of his huge vertical blind spot.
The rumor that Chris can combo off his airthrows by himself now will be more than enough for a good air defense, or at least have people reconsider super jumping on top of him. They have to deal with a GREAT air throw and they have to deal with the improved grenades/mine on the way down.
I have said this multiple times before that I believe Chris has one of the best air throws in the game. And getting grabs in the corner and hitting that 1 frame link into a lvl 3 felt really good in vanilla MVC3.
Also, the potential of air to air now with pistol being able to cancel into a gun special is a major improvement.
from that video it looks like he has a much better wave dash now, allowing him quicky dash under or behind characters while they’re in the air. and his flamethrower does look like it starts up significantly faster, along with grenade improvements this should really help boost his defense. i would not be surprised at all if chris does end up being an upper tier character in ultimate.
OK, so I’ve looked at the video quoted above again, and doesn’t the OTG shot after the throw wiff in the video (about 1:12)? So…I guess it’s impossible for him to combo after throws solo now? But then haven’t we heard that he still can?
Still think it’s going to take a lot to consider chris high tier, especially if these newer characters provide fast and effective keepaway (Doc Strange, Hawkeye…Raccoon?).
i wonder if chris will be able to confirm into a combo off a fullscreen magnum shot now since he can wavedash. something like magnum, dash jumping magnum, f+m magnum, wavedash up and otg+assist
if not at least fullscreen 4x magnum will be a lot easier since he’ll be able to do it solo with standing magnum, dash jumping magnum, f+m, standing magnum jumping magnum.
a really sick buff that i wish would be implemented is being able to perform actions after an air gun. it always seemed really dumb that he wasn’t able to do stuff after sj gun attacks.
A second standing magnum shot wouldn’t work for any combo since you can’t wall bounce twice, the opponent will hit the wall again but quickly recover. Or does it do a hard knockdown? How come I can’t remember right now?
I’m pretty late and keep forgetting but at Evo,
Chris can usually do combination punch light (Wallbounce) into a standing magnum for a hard knockdown.
In UMVC3 they flipped out (aerial state) right after the magnum shot.
I wonder if this means his magnum doesn’t cause a hard knockdown anymore.