UMvC3 Chris Changes, possibilities, and analysis

MGF, this might mean that the developers have made the wall similar to the ground where you can only “hard” bounce once. The second time you try they recover automatically. This would definitely reduce combo length, and is unfortunate for Chris.

Can anyone confirm this?

It could mean that magnum no longer hard knockdowns and only wall bounces. You only get the hard knockdown if it wall bounces. I haven’t seen proof of this yet, just making an assumption.

If Chris can cancel his OTG Gun (cr.H) into specials does that mean he can do a Heavy Boulder Punch loop???

In corner:
H-Boulder Punch, cr.H xx H-Boulder Punch, cr.H xx H-Boulder Punch, cr.H xx H-Boulder Punch etc?

Nah, the first hit of H Boulder Punch no longer has a soft knockdown attached to it in Ultimate, so they will air recover before the second hit.

Thank you for the info.

Yeah, no more guaranteed connect on the H Boulder Punch to deny the infinite. My guess is that’s also why a second (non)wall bounce is no longer a hard knockdown.

Well there goes Chris being able to combo with landmine into Grenade Super w/o assists. He needed the 2nd (non)wallbounce to be a hard knockdown in order to do it.

But its fine, I’m sure there will be new combos to replace them with.

Hi there! I’ve been playing Chris since day one of vanilla and he’s my absolute favorite character. So much fun to play. When I saw in the changelog today that his d+h is special cancelable and that magnum comes out fast enough to connect after D+h, I immediately began to do some theorying. The one that I was thinking about this morning is:

cr. M, St. H, F + H, launch, air chain, D + H, Magnum, St. H, launch, air chain, D +H, Sweep Combo

decent combo for him that wouldn’t require any assists. Buuuuut, it hinges on whether or not his gunshot is also super cancelable, which I’m not sure about. Any word on that? Does this seem feasible?

Gunshots are gonna be cancel-able, dont see why they wouldnt.

Im glad with Chris’s Buffs and everything, but Im worried if the Landmine is faster, if it is, my spencer combos might not work.
im scared… lol

Honestly (And I mean honestly), Landmines should be a :d::d: input and placed directly beneath Chris. The whole ‘directly in front of you’ BS gives any dope (AKA Wesker) a free cross up, and since the crawl is a PoS anyways, it’s better to just give Chris varying strengths of Landmines that cause different hitstun/knockdown effects and replace Grenade :l: with a quicker version of :m:

I wish they gave prone position more options other than a slow handgun shot. Laying mines or shooting different guns like a magnum would be pretty neat to try out.

i always thought it was stupid that after chris is knocked down he has to get back up and then go into prone position.

I want prone to have like 10 frame start up and 0 recovery, If iron man has flight cancels, I want Prone cancels. lol

Chris takes a page outta cody, goes prone, throws dirt in your eyes

did I say dirt? I meant FLASHBANG

So, I was able to participate and play in the UMVC3: NorCal vs Capcom Event here in San Francisco.

The most recent build being TGS.

From what I’ve noticed and was able to pick up on:

-Chris definitely feels a lot quicker and less sluggish
-Chris is still the ANTI-ZONER King because of Air Pistol >>> Magnum/Other Gun of Your Choosing (Air Pistol into Magnum is a 2 Hit combo btw)
-His specials are indeed FASTER. Startup and recovery wise
-I was able to get a fire grenade out and blow it up almost immediately with his Shotgun (Which has wicked range now btw)
~Also, I had this nice space consuming tactic where:
Fire Grenade >>> Jump Shotgun (Cause Fire Grenade Explosion) >>>> Immediately land and do another shotgun or Machinegun/Magnum.

Overall, the fact that his dash seems quicker makes his cr.B feels a lot more godlike. I felt as if I was throwing moving around with Wesker’s and throwing out his cr.B

That and the fact you are going to have a lot more fun throwing grenades out and blowing them up with practically all of his gun specials whether it be on the grounding or normal jumping.

Conclusion:
-Guns are indeed faster
-Guns + Grenade combination is going to be A LOT more effective
-Quicker and less sluggish movement
-Super Jump Pistol >>> Magnum is a 2 hit combo that is going to be a godly ANTI-ZONER tool!

Good shit dude. I actually saw you there while watching the stream.

Chris is sounding pretty good now. I tried to copy LL.ND’s team once, but Chris didn’t feel right at the time. I may sub Hsien-Ko for him if he sticks this time around.

Those fire grenades are the absolute shit in the corner.

It’s funny how instead of ‘mixing up’ an incoming character, Chris gets to do something that makes everyone rage.

Fire in the hole! Fire in the hole! Eat it!

LLND gets away with running that team because he happens to have an insane Hsien-Ko and some people don’t understand how the super armor works once she’s in, takes a lot of skill to use her and still have a chance to win and I respect that a bunch. Ammy x-factor comebacks are convenient, too.
Hopefully in Ultimate the Chris buffs will be efficient enough for him to hold his own and not rely on assists as much as he has to in vanilla. I’m still willing to keep him second for now, he can still do insane damage and most of his combo options look to be still intact.

With his extra otg combos (cr.H) and with better mobility I might consider using him as Anchor. His Chip Damage will just wreck especially with air shot into gunshot M or H. He won’t need his assists as much since he can combo into his sweep combo on his own now.