Marvel vs Capcom 3/Chris: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
 
(32 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{MvC3Header}}
{{MvC3Header}}
{{NeedsVerification}}
 


== Chris ==
== Chris ==
{{MvC3HyperGuideCharacterBox | chrisface.jpg }}
{{MvC3HyperGuideCharacterBox | chrisface.jpg }}
TODO, insert a paragraph or two briefly describing the character


{{Nutshell|
{{Nutshell|
TODO Summarize Chris's gameplay
Chris is a keepaway character that excels in controlling the ground and inflicting {{chipdamage}}.  Using a variety of heavy weapons and grenades to create a symphony of destruction is easy for a Chris player, and frustrating his opponents into mistakes is just another day at work.  While Chris has a lot of combo potential, his poor movement won't often leave him in a place to show off his boulder punching skills.
}}
}}


== Beginners Video Walkthrough ==
== Video Walkthrough ==
TODO, insert the correct video here
<youtube>c9iTjUQcSBM</youtube>
<youtube>EU6CUCDc3NQ</youtube>


== Move List ==
== Move List ==
Line 20: Line 17:


{{MvC3CharacterAssists
{{MvC3CharacterAssists
   | Combo Punch | {{#motion: direct front }} | 40,000 + 80,000 | hardknockdown
   | Combo Punch | {{ {{direct}} {{front}} }} | 40,000 + 80,000 | hardknockdown
   | Gun Fire | {{#motion: shot front }} | 125,000 |  
   | Gun Fire | {{ {{shot}} {{front}} }} | 125,000 |  
   | Grenade Toss| {{#motion: shot downward }} | 117,000 |  
   | Grenade Toss| {{ {{shot}} {{downward}} }} | Bomb:117,000 Explosion:130,000 |  
  | AlphaSuper=Sweep Combo | BetaSuper=Grenade Launcher | GammaSuper=Grenade Launcher
}}
}}


Line 28: Line 26:


{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{#motion: l }} | 48,000 | }}
{{MoveListRow | Standing Light | {{ {{l}} }} | 48,000 | }}
{{MoveListRow | Crouching Light | {{#motion: d + l }} | 45,000 | low }}
{{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 45,000 | {{low}} }}
{{MoveListRow | Standing Medium | {{#motion: m }} | 65,000 | }}
{{MoveListRow | Standing Medium | {{ {{m}} }} | 65,000 | }}
{{MoveListRow | Crouching Medium | {{#motion: d + m }} | 80,000 | low }}
{{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 80,000 | {{low}} }}
{{MoveListRow | ADAM WHAT IS THIS MOVE? | {{#motion: f + m }} | 90,000 | otg chipdamage }}
{{MoveListRow | Standing Pistol | {{ {{f}} + {{m}} }} | 90,000 | {{otg}} {{chipdamage}} {{nocancel}} <br> Cancels into THC }}
{{MoveListRow | Standing Heavy | {{#motion: h }} | 80,000 | }}
{{MoveListRow | Standing Heavy | {{ {{h}} }} | 80,000 | }}
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 80,000 | low }}
{{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 80,000 | {{low}} {{otg}} {{nocancel}} <br> Cancels into THC }}
{{MoveListRow | ADAM WHAT IS THIS MOVE? | {{#motion:f + h }} | 90,000 | otg chipdamage }}
{{MoveListRow | Stun Baton | {{f + {{h}} }} | 90,000 | {{chipdamage}} }}
{{MoveListRow | ADAM WHAT IS THIS MOVE? | {{#motion:b + h }} | 166,800 | chipdamage }}
{{MoveListRow | Flame Thrower | {{b + {{h}} , hold {{h}} }} | 166,800 (18,000 x 9-25) | {{chipdamage}} <br> Cannot Special Cancel or Assist<br>Can Super Cancel }}
{{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | }}
{{MoveListRow | Standing Special | {{ {{s}} }} | 80,000 | {{launch}} }}
{{MoveListRow | Jumping Light | {{#motion: air l }} | 50,000 | high }}
{{MoveListRow | Jumping Light | {{ air {{l}} }} | 50,000 | {{high}} }}
{{MoveListRow | Jumping Medium | {{#motion: air m }} | 70,000 | high }}
{{MoveListRow | Jumping Medium | {{ air {{m}} }} | 70,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | {{#motion: air h }} | 90,000 | high }}
{{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 90,000 | {{high}} }}
{{MoveListRow | ADAM WHAT IS THIS MOVE? | {{#motion: air d + h }} | 90,000 | chipdamage }}
{{MoveListRow | Air Pistol | {{ air {{d}} + {{h}} }} | 90,000 | {{chipdamage}} }}
{{MoveListRow | Jumping Special | {{#motion: air s }} | 85,000 | high }}
{{MoveListRow | Jumping Special | {{ air {{s}} }} | 85,000 | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 48: Line 46:


{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Shotgun| {{#motion:qcf + l }} | 133,400 | airok , air version otg}}
{{MoveListRow | Combination Punch Light | {{qcb + {{l}} , {{l}} , {{m}} , h}} | 257,400 (50,000 + 60,000 + 50,000 + 50,000 + 25,000 + 30,000 + 80,000) | {{wallbounce}} on last hit }}
{{MoveListRow | Machine Gun | {{#motion: qcf + m}} | 120,400 | airok , air version otg}}
{{MoveListRow | Combination Punch Medium | {{qcb + {{m}} , {{h}} }} | 230,300 (50,000 + 80,000 + 150,000) | {{softknockdown}} <br> {{wallbounce}} on last hit }}
{{MoveListRow | Magnum | {{#motion: qcf + h}} | 150,000 | wallbounce airok ground , air version otg }}
{{MoveListRow | Combination Punch Heavy | {{qcb + {{h}} }} | 131,000 (50,000 + 90,000) | {{hardknockdown}} }}
{{MoveListRow | Combo Punch #1 | {{#motion:qcb + l , l , m , h}} | 257,400 | wallbounce }}
{{MoveListRow | Grenade Toss | {{ {{dp}} + atk}} | 130,000{{l}}<br>150,000{{m}}<br>130,000{{h}} | <br><br>Leaves puddle of fire for 15,000 x5 }}
{{MoveListRow | Combo Punch #2 | {{#motion:qcb + m , h }} | 230,300 | wallbounce }}
{{MoveListRow | Shotgun | {{qcf + {{l}} }} | 133,400 (25,000 x 10) | {{airok}} <br> Damage scales by 0.85 <br> air version otg}}
{{MoveListRow | Combo Punch #3 | {{#motion:qcb + h }} | 131,000 | }}
{{MoveListRow | Machine Gun | {{ {{qcf}} + m}} | 120,900 (25,000 x 8) | {{airok}} <br> Damage scales by 0.85 <br> air version otg}}
{{MoveListRow | Grenade | {{#motion: dp + atk}} | 130,000{{#motion:l}}<br>150,000{{#motion:m}}<br>150,000{{#motion:h}} | }}
{{MoveListRow | Magnum | {{ {{qcf}} + h}} | 150,000 | {{airok}} <br> Damage scales by 0.85 <br> Ground Version {{wallbounce}} <br> Air Version {{groundbounce}} {{otg}} }}
{{MoveListRow | Prone Fire | {{#motion:d , d + h , h }} | 90,000 | }}
{{MoveListRow | Prone Position, Fire | {{d , {{d}} + {{h}} , {{h}} }} | 90,000 | {{nocancel}} Press {{u}} to stand up }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Grenade Launcher | {{#motion: qcf + atk + atk}} | 345,000 | }}
{{MoveListRow | Grenade Launcher | {{ {{qcf}} + {{atk}} + atk}} | 345,000 (100,000 x 4)| Damage scales by 0.9 <br> Freeze Shot Fails on Airborn Foes}}
{{MoveListRow | Sweep Combo | {{#motion: dp + atk + atk}} | 240,000 | }}
{{MoveListRow | Sweep Combo | {{ {{dp}} + {{atk}} + atk}} | 290,400 (40,000 + 50,000 + 8,000 x 10 + 10,000 x 8 + 100,000 + 130,000) | Damage scales by 0.96 }}
{{MoveListRow | Laser Missile | {{#motion: qcb + atk + atk}} | 445,000 | otg }}
{{MoveListRow | Satellite Laser | {{ {{qcb}} + {{atk}} + atk}} | 445,000, 148,500 per volley x 3 (16,500 x 27) | {{otg}} <br> You must aim the reticle<br> and press {{atk}} again to fire, 3 shots <br> hold {{l}} {{m}} or {{h}} to adjust starting range }}
{{MoveListFooter}}
{{MoveListFooter}}
== Apprentice Combos ==
<youtube>aAr4R7WlI3E</youtube>


== Strategy ==
== Strategy ==
Line 69: Line 70:
=== Tips and Tricks ===
=== Tips and Tricks ===


* Tip 1
* While Chris' {{otg}} gun attacks cannot be canceled, you can pair them with assists to help pick the opponent up for more damage.
* Tip 2
* Chris' Shotgun covers a ton of the screen and causes enough hitstun to prepare your next attack.
* Chris' Flame Thrower deals some of the highest chip damage in the game.  It also works as a great anti-air when performed early.  Remember to hold {{h}} to keep the flame going longer.  If it juggles properly, you can super cancel this into Sweep Combo super.  The best way to do this is to use {{l + m}} to activate the super without letting go of {{h}}.
* Chris' Light Grenade will sit at his feet and ward off potential attackers.  Even if they hit you, they will probably be hit by the mine and be subjected to more keepaway.
* Chris can use any of his projectile weapons, including his pistol, to shoot his grenades, causing them to explode prematurely.
* On point, Chris' Sweep Combo when used in a Team Hyper Combo hits on the same frame it is activated, meaning that if your opponent is not already blocking, they have already been hit.
* Holding {{l}}, {{m}}, or {{h}} buttons during the startup of Satellite Laser Hyper will determine the possition of the reticle. {{l}} - a quarter screen away from Chris, {{m}} - in the middle of the screen, {{h}} - fullscreen range.


=== Basic Strategy ===
=== Basic Strategy ===


=== Advanced Strategy ===
=== Advanced Strategy ===
[[Category:Marvel vs Capcom 3]]

Latest revision as of 00:53, 9 December 2020

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Chris

Chrisface.jpg

In a nutshell

Chris is a keepaway character that excels in controlling the ground and inflicting Chipdamage.png. Using a variety of heavy weapons and grenades to create a symphony of destruction is easy for a Chris player, and frustrating his opponents into mistakes is just another day at work. While Chris has a lot of combo potential, his poor movement won't often leave him in a place to show off his boulder punching skills.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Combo Punch
{{ Direct.png Front.png }}
40,000 + 80,000
hardknockdown
Sweep Combo
Beta.png Gun Fire
{{ Shot.png Front.png }}
125,000
Grenade Launcher
Gamma.png Grenade Toss
{{ Shot.png Downward.png }}
Bomb:117,000 Explosion:130,000
Grenade Launcher

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{ L.png }}
48,000
Crouching Light
{{ D.png + L.png }}
45,000
Low.png
Standing Medium
{{ M.png }}
65,000
Crouching Medium
{{ D.png + M.png }}
80,000
Low.png
Standing Pistol
{{ F.png + M.png }}
90,000
Otg.png Chipdamage.png Nocancel.png
Cancels into THC
Standing Heavy
{{ H.png }}
80,000
Crouching Heavy
{{d + H.png }}
80,000
Low.png Otg.png Nocancel.png
Cancels into THC
Stun Baton
{{f + H.png }}
90,000
Chipdamage.png
Flame Thrower
{{b + H.png , hold H.png }}
166,800 (18,000 x 9-25)
Chipdamage.png
Cannot Special Cancel or Assist
Can Super Cancel
Standing Special
{{ S.png }}
80,000
Launch.png
Jumping Light
{{ air L.png }}
50,000
High.png
Jumping Medium
{{ air M.png }}
70,000
High.png
Jumping Heavy
{{ air H.png }}
90,000
High.png
Air Pistol
{{ air D.png + H.png }}
90,000
Chipdamage.png
Jumping Special
{{ air S.png }}
85,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Combination Punch Light
{{qcb + L.png , L.png , M.png , h}}
257,400 (50,000 + 60,000 + 50,000 + 50,000 + 25,000 + 30,000 + 80,000)
Wallbounce.png on last hit
Combination Punch Medium
{{qcb + M.png , H.png }}
230,300 (50,000 + 80,000 + 150,000)
Softknockdown.png
Wallbounce.png on last hit
Combination Punch Heavy
{{qcb + H.png }}
131,000 (50,000 + 90,000)
Hardknockdown.png
Grenade Toss
{{ Dp.png + atk}}
130,000L.png
150,000M.png
130,000H.png


Leaves puddle of fire for 15,000 x5
Shotgun
{{qcf + L.png }}
133,400 (25,000 x 10)
Airok.png
Damage scales by 0.85
air version otg
Machine Gun
{{ Qcf.png + m}}
120,900 (25,000 x 8)
Airok.png
Damage scales by 0.85
air version otg
Magnum
{{ Qcf.png + h}}
150,000
Airok.png
Damage scales by 0.85
Ground Version Wallbounce.png
Air Version Groundbounce.png Otg.png
Prone Position, Fire
{{d , D.png + H.png , H.png }}
90,000
Nocancel.png Press U.png to stand up

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Grenade Launcher
{{ Qcf.png + Atk.png + atk}}
345,000 (100,000 x 4)
Damage scales by 0.9
Freeze Shot Fails on Airborn Foes
Sweep Combo
{{ Dp.png + Atk.png + atk}}
290,400 (40,000 + 50,000 + 8,000 x 10 + 10,000 x 8 + 100,000 + 130,000)
Damage scales by 0.96
Satellite Laser
{{ Qcb.png + Atk.png + atk}}
445,000, 148,500 per volley x 3 (16,500 x 27)
Otg.png
You must aim the reticle
and press Atk.png again to fire, 3 shots
hold L.png M.png or H.png to adjust starting range

Apprentice Combos

Strategy

Tips and Tricks

  • While Chris' Otg.png gun attacks cannot be canceled, you can pair them with assists to help pick the opponent up for more damage.
  • Chris' Shotgun covers a ton of the screen and causes enough hitstun to prepare your next attack.
  • Chris' Flame Thrower deals some of the highest chip damage in the game. It also works as a great anti-air when performed early. Remember to hold H.png to keep the flame going longer. If it juggles properly, you can super cancel this into Sweep Combo super. The best way to do this is to use Template:L + m to activate the super without letting go of H.png.
  • Chris' Light Grenade will sit at his feet and ward off potential attackers. Even if they hit you, they will probably be hit by the mine and be subjected to more keepaway.
  • Chris can use any of his projectile weapons, including his pistol, to shoot his grenades, causing them to explode prematurely.
  • On point, Chris' Sweep Combo when used in a Team Hyper Combo hits on the same frame it is activated, meaning that if your opponent is not already blocking, they have already been hit.
  • Holding L.png, M.png, or H.png buttons during the startup of Satellite Laser Hyper will determine the possition of the reticle. L.png - a quarter screen away from Chris, M.png - in the middle of the screen, H.png - fullscreen range.

Basic Strategy

Advanced Strategy