i finally got my hands on the new chris for a couple of hours at a friends place and played a couple of games and spend some time in training mode…
-aircombo ending in air magnum, land h,s aircombo ending in s, down h, sweep combo is the new solo BNB. it’s easy does a lot of hits and works on everyone anywhere. and canceling the down H into magnum does not work because of hit stun deterioration.
-throw into down H, standing magnum does not seem to work on smaller character and the timing is tight, you’ll have to cancel it immediately. down H into landmine works too but the down M link after the landmine hits is also tight. but you can cancel into boulder punch H causing a hard knockdown allowing another followup and this seems to work on everyone and seems to be the go to BNB throw combo starter.
-hard knockdown mechanics are really weird for chris’s standing magnum for instance standing magnum, jumping magnum, standing magnum would leave the opponent in a hard knockdown state in vanilla mvc3 on everybody allowing for more followups. in the current game it only works on some characters and not others. i did not test this on everyone but it definitely works on phoenix wright and iron fist. on sentinel he’ll air recover after getting hit by the second standing magnum. it’s strange that the the heaviest character doesn’t get a hard knockdown but the lighter ones do. no more 10 magnum in a combos? i’ll have to look into this some more.
-standing magnum, forward H or down H into magnum, is not a loop because the second standing magnum is no longer a hard knockdown.
Hearing all these UMvC3 changes makes me realize that either Capcom knew some BS Chris was capable of and changed the properties of his moves accordingly or wants us to play Chris a certain way ie avoiding hard knockdowns. I for one will miss his grenade launcher loop.
In Vanilla my standard combo with Chris was cM, sH, f+H, S, jL, jL, jM, jS, (land), air Magnum OTG, sH, S, jL, jL, jM, jS, (land), Grenade Hyper + Ammy Cold Star assist.
This does not seem to work anymore at the hyper, but I can’t figure out why. Either the upshot of the hyper knocks the opponent up into the air or the nerfed hitstun deterioration of Cold Star allows the opponent the get out. Sadly, I think it’s the hit stun nerf.
I didn’t play Chris too seriously in vanilla because well I suck but I’m trying to main him in Ultimate. It’s sort of comforting to see that other Chris mains have been seeing weird properties with both the Magnum/knockdown/hitstun and opponents popping out of grenade hyper in their combos… I tried to do a simple c.LM s.H f.H s.S sj.MMHS air magnum -> stand magnum -> landmine -> grenade hyper and they can roll out before the first grenade hits, maybe the timing is just really strict?
also, does it seem likely that for early ultimate the ideal chris combo uses a launch to magic series, OTG SMG, magic series to some sort of OTG into grenade hyper or do boulder punch combos still work? really scratching my head at the knockdown properties right now… any help?
Ugh. Such weakness on my part. I’ll put that thread up in a couple of hours because I have to go to the store & come back, which take only about an hour max, and then putting up the thread will itself probably take an hour.
That said, I just want to ask everyone preemptively to NOT post in it until I hit about 25 consecutive posts since I unfortunately need that many in a row with Karst’s very detailed model.
Otherwise, thanks everyone for contributing to this thread yet keeping it pretty short and tidy.
(I hate to double post, but considering how long that took…)
So, the new thread is finally up. I’ll ask someone to sticky it before I forget since I’m about to take a break from SRK, at least for the rest of the night.
In the meanwhile, I have to go thank Karst yet again considering how horribly long that must have taken him, even with me being a Slowpoke. (Or perhaps Slowking? I’m definitely not a Slowbro.)
I’ll try to add the links to the first post at last before I leave to run an errand tomorrow, but most of that probably won’t get filled out until after Tuesday, regardless of whether I can immediately get and/or spend time with the game; I’m going to be pretty busy tomorrow…
Jump in magnum > st.H > H boulder punch into lvl 3 after can work after an air combo, but you need an assist that will allow the backhand (2nd hit) to connect. You only need the 2nd hit, the 1st hit can whiff if needed.
If you’re fullscreen and run the jump back h > magnum, it combos…I did not notice this when I watched some match vids.
I was wondering why i was landing so many air magnums…then i saw the “2 hits”
I think they fixed an issue where you backthrow a cornered apponent and couldn’t otg with cr.h because the opponents’ body was too close to chris…I think they get pushed back a bit for the bullet to connect.
Prone shot was a good move in vanilla but its gadlike now. Faster startup, bullet intervals are reallllly short AND you can call assists.
Machine gun otg in the sweeper super really completes chris combo wise.
Dmg in Shotgun combos are noticable and are worse but Id only use the shotgun to pin ppl down / chip anyways.