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{{Nutshell| | {{Nutshell| | ||
Chris is a keepaway character that excels in controlling the ground and inflicting {{#motion:chipdamage}}. Using a variety of heavy weapons and | Chris is a keepaway character that excels in controlling the ground and inflicting {{#motion: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. | ||
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Revision as of 00:33, 15 February 2011


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Chris
In a nutshell
Chris is a keepaway character that excels in controlling the ground and inflicting {{#motion: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.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
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
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
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
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
softknockdown
wallbounce on last hit
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}}
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
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
You must aim the reticle
and press {{#motion:atk}} again to fire, 3 shots
Strategy
Tips and Tricks
- While Chris' {{#motion:otg}} 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.
- Chris can use 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.