Marvel vs Capcom 3/Chris: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===


* Tip 1
* While Chris' {{#motion:ots}} 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 {{#motion: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 {{#motion:l + m}} to activate the super without letting go of {{#motion: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.


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


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 23:44, 29 January 2011

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Chris

Chrisface.jpg

TODO, insert a paragraph or two briefly describing the character

In a nutshell

TODO Summarize Chris's gameplay


Beginners Video Walkthrough

TODO, insert the correct video here

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Combo Punch
{{#motion: direct front }}
40,000 + 80,000
hardknockdown
{{{AlphaSuper}}}
Beta.png Gun Fire
{{#motion: shot front }}
125,000
{{{BetaSuper}}}
Gamma.png Grenade Toss
{{#motion: shot downward }}
Bomb:117,000 Explosion:130,000
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{#motion: l }}
48,000
Crouching Light
{{#motion: d + l }}
45,000
low
Standing Medium
{{#motion: m }}
65,000
Crouching Medium
{{#motion: d + m }}
80,000
low
Standing Pistol
{{#motion: f + m }}
90,000
otg chipdamage
Standing Heavy
{{#motion: h }}
80,000
Crouching Heavy
{{#motion:d + h }}
80,000
low otg
Stun Baton
{{#motion:f + h }}
90,000
otg chipdamage
Flame Thrower
{{#motion:b + h , hold h }}
166,800
chipdamage
Cannot Special Cancel or Assist
Can Super Cancel
Standing Special
{{#motion: s }}
80,000
Jumping Light
{{#motion: air l }}
50,000
high
Jumping Medium
{{#motion: air m }}
70,000
high
Jumping Heavy
{{#motion: air h }}
90,000
high
Air Pistol
{{#motion: air d + h }}
90,000
chipdamage
Jumping Special
{{#motion: air s }}
85,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Shotgun
{{#motion:qcf + l }}
133,400
airok , air version otg
Machine Gun
{{#motion: qcf + m}}
120,900
airok , air version otg
Magnum
{{#motion: qcf + h}}
150,000
Ground Version wallbounce
Air Version groundbounce otg
Combo Punch Light
{{#motion:qcb + l , l , m , h}}
257,400
wallbounce on last hit
Combo Punch Medium
{{#motion:qcb + m , h }}
230,300
wallbounce on last hit
Combo Punch Heavy
{{#motion:qcb + h }}
131,000
hardknockdown
Grenade
{{#motion: dp + atk}}
130,000{{#motion:l}}
150,000{{#motion:m}}
130,000{{#motion:h}}


Leaves puddle of fire for 15,000 x5
Prone Fire
{{#motion:d , d + h , h }}
90,000
Press {{#motion:u}} to stand up

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Grenade Launcher
{{#motion: qcf + atk + atk}}
345,000
Freeze Shot Fails on Airborn Foes
Sweep Combo
{{#motion: dp + atk + atk}}
240,000
Laser Missile
{{#motion: qcb + atk + atk}}
445,000 , 148,500 per volly x3
otg
You must aim the reticle
and press {{#motion:atk}} again to fire, 3 shots

Strategy

Tips and Tricks

  • While Chris' {{#motion:ots}} 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 {{#motion: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 {{#motion:l + m}} to activate the super without letting go of {{#motion: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.

Basic Strategy

Advanced Strategy