UMvC3 Chris Changes, possibilities, and analysis

i actually think team RE may be a working gimmick team. haha

(Uh…which Resident Evil team? The one that doesn’t involve DLC I’m guessing?)

It’s weird. I’ve never liked blond hair, perhaps because I tend not to like yellow, but I actually kinda like Chris’s six costume based off that Dead Rising character (despite never playing any of those games); it’s even weirder because tend to not like (blue) jeans either. I might make that my main costume now. [/purely aesthetic talk]

I wonder when that Capcom change-list will get posted.

I pretty much always used him as a battery character, personally. However, that isn’t to say that I’m not…annoyed by the change.

I must admit, I wasn’t even aware of that he could do that many Magnum shots in one go. Having not really ever visited this sub-forum before for some reason (despite playing Chris since Day 1), my combos for him only stopped being really basic in the past month or so and even know they’re still kinda “so-so” (partly because I keep looking for a new third).

Alright so the Capcom Side of the Umvc3 Character change log is out. Here is what is officially changed about Chris.

I’ll add a + or - sign to indicate whether I think its a good thing or a bad thing.

  • Can act immediately after a dash.
  • Increased float of cr.H.
  • Decreased startup of j.S and increased active frames.
  • Normal gun moves, Low Shot, cr.H, Air Low Shot can be empty canceled.
  • Minimum damage scaling on special attacks has been increased.
  • Increased active frames of Shot Gun.
  • Decreaed damage of Shot Gun.
  • Decreased untechable time of first hit of Combination Punch H.
  • Decreased gap of Prone Shot.
  • Machinegun portion of Sweep Combo can OTG.

My thoughts
Most of the stuff that we see here we already know. But there is something that I just love about one particular change and that’s the fact that he can OTG with the SMG portion of the sweep combo. Does this mean we can still do the special even after using a ground bounce? Hell yes please. Also, I didn’t see anything about Standing Magnum no longer doing a Hard Knockdown, maybe they let him keep it?

This is an easy plus, when you do this after a throw you’ll actually be able to combo into whatever you want after a crouch h and you won’t need an assist or x-factor to do so. I guess there will be an issue regarding the OTG shot still being inconsistent after a throw but oh well.

Also the sweep combo being able to OTG…pretty awesome, I’m already thinking of the combo potential now that the ground bounce restriction seems to be lifted thanks to this.

WOAH. Sweep combo will now probably still work after you’ve already used your ground bounce. Shotgun will whiff, but if the OTG machinegun works well into magnum, we’ve got a serious buff to his solo game. And I think that means that you can shoot faster when prone. Could be fun.

Also: what does “empty cancel” mean?

Edit: Oh, and we don’t get a mashable hyper. Yay, I guess?

I am liking all of the changes that Chris is getting so far. While it is a bit of a bummer that he cannot end all of his long combos with H combo punch, it doesn’t bother me because I mostly zone/space (as patiently as one can in an MVC game) in every match I’m in.

Lets be honest, every last one of us shouted out “HELL YES” or something similar to that kind of expression after hearing about the SMG otg-ing during sweep combo.

Could someone please explain to me what empty-cancel means. I was thinking at first that he could do more than just special cancel his pistol (like dash and jump cancel for example).

If you can, thanks for the help.

Oh, apparently “empty” is the direct translation for “kara”. So they can be cancelled even during startup. Be careful with your timing, folks.

Empty-canceling means you can cancel the special into any other special during the animation, which we knew about already for down+h into gun specials and so on. I’m curious when they mention all gun shots though, could you cancel SMG straight into magnum now? Hmmm

Thanks, bros. And yes, you’re right, ChrisD, it is definetly something to ponder over. LOL

no mash hyper… sadface

Nah, the changelog just says “normal guns”. Meaning the f.M, jd.M and c.H. Though, honestly, that in and of itself is a delightful buff and I can’t wait to experiment with it. Well worth the nerf on the heavy boulder punch.

Oh I was so tired I didn’t interpret “normal” correctly and figured it meant the gun moves as well as the normals. Oh.
No mashable hyper is great news to me. I really don’t like the idea of mashing for more damage with anyone.

(Yeah, I’m actually glad he has no mash hypers. I hate mashing for the most part. It always made me feel like I’d break something on the controller.)

Hunh. I completely missed that Sweep Combo OTG buff just because I’m so used to calling it “All or Nothing”. However, I’m glad they made it so that since it does that in the super itself already as long as the first two guns (or maybe even just the second) hit anyway. So basically they “fixed” it like how they let Trish’s Air fireball super OTG now since knocks people downward anyway.

As such, I understand the Combination Punch H nerf now, even if it still bugs me a bit.

Only thing I’m not understanding is why they made Shot Gun even worse on damage (considering how horribly it already scales) and what they mean by “the gap of Prone Shot”; actually, I’m guessing that they mean the gap in his firing time since it was abysmally slow before, especially compared to j.:d:+:h: and these new empty cancel buffs.

Kinda wish they made his Level 3 more reliable with slightly less cooldown time between shots, but, meh, I’m not going to avaricious about this.

If Sweep Combo can OTG with the machinegun portion, then it sounds like we can possible XF cancel the next-to-last hit of it into another Sweep Combo. Could be pretty nice.

In addition, the minimum damage scaling part, I sure hope that it carries over to his flamethrower.

In response to some of the changes:

  • Decreased untechable time of first hit of Combination Punch H.

This change seems significant, but I feel like most level 3 set-ups can be replaced with the magnum as opposed to boulder punch H. It will be harder, but it shouldn’t be drastic.

  • Decreased damage of Shot Gun.

Hardly a nerf imo. The longer active hit frames of the shot gun is a huge buff. Shot Gun was never about the raw damage. It’s mostly about the chip and zoning potential. Basically, it’s utility went up and and lost some of it’s damage. I approve of this.

  • Decreased gap of Prone Shot.

Don’t think it will make Prone Shot better, but if the gap is significantly reduced, this could lead to some interesting ways to exploit some match-ups. It’s possible that the overall Prone Shot is just faster, meaning faster start up and faster recovery. If this is the case, prone and shoot can become a highly valuable tech on some match-ups.

  • Machinegun portion of Sweep Combo can OTG.

It’s more of a aesthetic thing just so this super makes more sense. After all, Chris is shooting the ground with the smg. It’s nice however, because after a long untechable hard knockdown (think of bionic arm) you can dhc into sweep combo and the machine gun part can pick them off for some damage. I don’t see this being terribly useful, but it’s nice.

  • Increased float of cr.H.

A buff and a nerf. The nerf is directed towards his jumping down H approach which had a lot of presence at mid-range. Being more floaty makes this tactic less rapid and also makes it easier to throw Chris or punish him. At the same time, super jump down H -> gun shot special -> down H is likely to be easier if there is a float mechanic added, giving him a much more dangerous full range presence.

  • Decreased startup of j.S and increased active frames.

Nice.

I think the “float” refers to the person being hit, not Chris. So the opponent pops up higher, making it easier to combo after a throw, and making the canceling into magnum actually hit rather than firing over a too-low opponent.

after a used groundbounce the second hit of the sweep combo causes a hard knockdown. with the machinegun part of the super being able to otg does that mean the super would still connect minus some hits after a used groundbounce? if this is so than it is a huge +++.

Pretty much. I’m not 100% sure but I’m like about 90% sure that it should work that way.

I tested to see if the otg would work by playing the Vaneilla Mvc3 and doing a sweep combo that didn’t groundbounce, X-Factoring during the SMG section and then tried to OTG with cr.H and it worked.

I really hope it’s easier to OTG after a throw now. I’m getting really tired of this 50/50 crap. :frowning:

the random otg after throw only happens after an air throw. ground throws are not affected by it. i remember seeing footage of it still being in ultimate. it is stupid and capcom needs to patch it.