UMvC3 Chris Changes, possibilities, and analysis

Yea I meant air throws because those are more common (at least for me). It ain’t right damnit!

so cr.H off a throw can be linked into magic series? I thought everyone that played it early was saying you could link it into specials only…

(Yeah, the “float of cr.H” is just with regards to opponent, like with that reported buff to incendiary grenades, it just means it should pop people up who OTG’d with it more. It’s completely unrelated to j.:d:+:h: in anyway.)

I actually think that Sweep Combo OTG will end up being a lot better than some people are thinking it is right now. Even though I still intend to use Chris as a battery (if I ultimately keep using him at all; sigh, so many characters I’m currently interested in), it actually means one of his supers is reliable on a non-grounded, non-cornered character without having to use an assist (or 3 Levels and mashing frantically).

Pretty sure cr.:h: can “only” be canceled into special moves now and we’ll still have to actually link into his normals after a cr.:h: off throw, unless you can cancel :f:+:h:.

Anyway, all ChrisD was wondering about was if Capcom made his OTG after air-throws actually consistent rather than magically whiffing because for some reason his air-throw seems to push you to different distances even on the same characters. Somehow I doubt they did.

think we will be able to normal jump down H into magnum/shotgun?

You’d probably have to do the down H right away before you reach the peak of your jump.

I would really like prone to be useful but it is strange. Anyone have any ideas how it can be used?

I only use it when someone is trying to zone back and even then it’s exclusively against Magneto and Doom…sometimes Sent. You just have to feel it out time it right and commit yourself to the move because getting in/out of position isn’t instant and you can get hit out if you don’t act quick. You never want to do it against teleporters or anyone that can punish on reaction (Task/Dorm/Storm/Mag with 3 bars, and so on) and you should only try it if you’re at full screen distance.
Other than myself, I think I’ve seen maybe one other person use it in a real match before. There are usually better options.

I’ve used it to get under Sent’s lazer but other than that never. I liken it to a taunt attack similar to Skrull’s stomp, they have their uses but they are very situational and there is almost always a better option.

Its usefull to stop Dormmamu’s Stalking flare if he tries to uses it to chip you. The entire special goes away if you hit him. Normally you can’t shoot through the hyper but theres an opening below it which only your prone shot can shoot through.

The first shot of the grenade launcher stops it altogether as well.

In vanilla MVC3, Chris could cancel prone position into a dash by simply performing: f/b, AA. Its exactly like double tapping the joystick to activate the dash, only you replace the second tap with two attack buttons. Be advised however that it does not work after you have fired off the prone shot. Instead you will have to perform the comand while Chris is in the exiting frames of prone position.

Normal moves can also cancel into prone position. Which is weird at first because it leaves Chris in a dangerous situation at first, however you can immediatly exit prone just as soon as Chris hits the floor by tapping up on the joystick and then quickly attacking with a ground chain, or you can just dash or jump out of the way. This has to be performed rather quickly because you opponent will be out of blockstun animation and attack you if you mess up the execution.

Trust me, these do work. I may not have played MVC3 for the past few days, nor do I have the time to make a video showing it in action, but you can try these tricks out in training mode, and they really do work. The problem is that you have to input everything as fast as possible, and I am very confident people will think it sounds impossible or that I am making this stuff up, but one will never know if they at least give these things a try.

Those are interesting. It is such a ridiculous move. I mean there is nothing that I could think as the reason for including the move. Sometimes I wonder what the hell Capcom is thinking.

When canceling a normal into are you stuck for the whole 27 frames of its startup? If so canceling a normal into it seems like a poor decision as they all have less recovery frames going prone. If the purpose of a mind game I can see someone thinking you are vulnerable throwing out an unsafe move, but it still seems like it is more of a risk for not much reward. Am I just not seeing something?

Actually i just rememberd that you can use prone position to mix up an incoming opponent. After killing an opponent go to the corner and enter prone position, just as the opponent comes into the screen immediatly dash behind them and mix them up. You’ll get most people because they don’t know Chris can dash out of prone position.

You shouldn't be; prone position is a special move, so you should be able to cancel the normal attack as soon as it hits the opponent.  Then, while the opponent is still in block animation, immediatly tap up to exit prone position.  While chris is still in the exiting (recovery) animation of exiting prone, you can cancel the exiting animation into a dash, jump, or crouching attack.
Entering and exiting prone is in an odd but somewhat  unique version of fly/unfly.  Although it does not seem like it at first, but if you perfom the combonation: d,d+H,u,b/f+AA (db, d, df also work but you have to insert them immediatly after tapping up) this helps out Chris in a big way allowing to have some offensive momentum and not always staying in defense.  You should perform the prone cancel trick fast (and may I reccomend training mode because you'll need to near perfect executin to pull of this move).  You should be able to attack an enemy on block using ground chain xx prone position > exit prone xx dash or jump away from the opponent; and by the time you dash away from the opponent the should already be exiting blockstun animation.

Hopefully, this information helps you.  If you still don't get it/ understand it/ figure it out, just let me know.
I believe I have posted it a number of times on this thread but don't forget that Chris can cancel his dashes into a jump (like Doctor Doom), only Chris can cover slightly more distance by cancelling the forward dash into a forward jump.  Ditto for back dash/jump as well.  Its weird that Chris can't cancel dashes into anything until halfway of the dash's animation.  Jumping is the only thing that Chris can truly cancel his dashes with, unlike crouching.  But never the less, dashing and then immediatly j. blocking anything your enemies throw at you is better than nothing.  Plus this would also mean that Chris could quickly punish unsafe projectiles like proton canon, legion arrows, and possibly Deadpools's guns as well.

That sounds amazing! If I remember correctly Chris is gaining the ability to cancel his dash at any time with a move too or is it only that he can crouch cancel? This is something I will be working on regardless. Thanks!

I will be heading to UMVC3 Norcal vs Capcom 3 again next Tuesday. Hopefully, GCyoshi is invited this time and Windzero comes again.

Is there a list of stuff you guys want me to test out with this “potential” final build?

I’m definitely going to test out that Sweep hyper being OTG capable with the machinegun.

Also, I’m going to try and find an alternate combo into level 3 that was as convenient as the boulder punch one.

Please let me know and I’ll test it out.

After air combo, call a projectile assist before the jump OTG magnum, then standing magnum while the assist keeps them up, level 3. Works with a lot of assists and I don’t see why it would fail in Ultimate. Even something like Raccoon log trap or Iron Fist kick (maybe?) would work.
Good job at Starbase, btw.

Oh man you don’t know how hyped I am to finally pair Rocket Raccoon with Chris.

Im trying to figure out what his third assist may be…cause so far it’s log trap, his buster gun, and ???

A lot of us in the RR thread assume it’ll be the bear trap. Whatever it is the name is “claymore” so it has to be some trap variation.
And yea, RR is going to be perfect with Chris. New BFFs. So whatever team you pick next week, make sure it involves those two :slight_smile: