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{{Nutshell| | {{Nutshell| | ||
Chris is a keepaway character that excels in controlling the ground and inflicting {{ | 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. | ||
}} | }} | ||
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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Combo Punch | {{ | | Combo Punch | {{ {{direct}} {{front}} }} | 40,000 + 80,000 | hardknockdown | ||
| Gun Fire | {{ | | Gun Fire | {{ {{shot}} {{front}} }} | 125,000 | | ||
| Grenade Toss| {{ | | Grenade Toss| {{ {{shot}} {{downward}} }} | Bomb:117,000 Explosion:130,000 | | ||
| AlphaSuper=Sweep Combo | BetaSuper=Grenade Launcher | GammaSuper=Grenade Launcher | | AlphaSuper=Sweep Combo | BetaSuper=Grenade Launcher | GammaSuper=Grenade Launcher | ||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | {{ | {{MoveListRow | Standing Light | {{ {{l}} }} | 48,000 | }} | ||
{{MoveListRow | Crouching Light | {{ | {{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 45,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | {{ | {{MoveListRow | Standing Medium | {{ {{m}} }} | 65,000 | }} | ||
{{MoveListRow | Crouching Medium | {{ | {{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 80,000 | {{low}} }} | ||
{{MoveListRow | Standing Pistol | {{ | {{MoveListRow | Standing Pistol | {{ {{f}} + {{m}} }} | 90,000 | {{otg}} {{chipdamage}} {{nocancel}} <br> Cancels into THC }} | ||
{{MoveListRow | Standing Heavy | {{ | {{MoveListRow | Standing Heavy | {{ {{h}} }} | 80,000 | }} | ||
{{MoveListRow | Crouching Heavy | {{ | {{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 80,000 | {{low}} {{otg}} {{nocancel}} <br> Cancels into THC }} | ||
{{MoveListRow | Stun Baton | {{ | {{MoveListRow | Stun Baton | {{f + {{h}} }} | 90,000 | {{chipdamage}} }} | ||
{{MoveListRow | Flame Thrower | {{ | {{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 | {{ | {{MoveListRow | Standing Special | {{ {{s}} }} | 80,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | {{ | {{MoveListRow | Jumping Light | {{ air {{l}} }} | 50,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | {{ | {{MoveListRow | Jumping Medium | {{ air {{m}} }} | 70,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | {{ | {{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 90,000 | {{high}} }} | ||
{{MoveListRow | Air Pistol | {{ | {{MoveListRow | Air Pistol | {{ air {{d}} + {{h}} }} | 90,000 | {{chipdamage}} }} | ||
{{MoveListRow | Jumping Special | {{ | {{MoveListRow | Jumping Special | {{ air {{s}} }} | 85,000 | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Combination Punch Light | {{ | {{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 | Combination Punch Medium | {{ | {{MoveListRow | Combination Punch Medium | {{qcb + {{m}} , {{h}} }} | 230,300 (50,000 + 80,000 + 150,000) | {{softknockdown}} <br> {{wallbounce}} on last hit }} | ||
{{MoveListRow | Combination Punch Heavy | {{ | {{MoveListRow | Combination Punch Heavy | {{qcb + {{h}} }} | 131,000 (50,000 + 90,000) | {{hardknockdown}} }} | ||
{{MoveListRow | Grenade Toss | {{ | {{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 | Shotgun | {{ | {{MoveListRow | Shotgun | {{qcf + {{l}} }} | 133,400 (25,000 x 10) | {{airok}} <br> Damage scales by 0.85 <br> air version otg}} | ||
{{MoveListRow | Machine Gun | {{ | {{MoveListRow | Machine Gun | {{ {{qcf}} + m}} | 120,900 (25,000 x 8) | {{airok}} <br> Damage scales by 0.85 <br> air version otg}} | ||
{{MoveListRow | Magnum | {{ | {{MoveListRow | Magnum | {{ {{qcf}} + h}} | 150,000 | {{airok}} <br> Damage scales by 0.85 <br> Ground Version {{wallbounce}} <br> Air Version {{groundbounce}} {{otg}} }} | ||
{{MoveListRow | Prone Position, Fire | {{ | {{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 | {{ | {{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 | {{ | {{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 | Satellite Laser | {{ | {{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}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
* While Chris' {{ | * While Chris' {{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' 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 {{ | * 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' 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. | * 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. | * 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 {{ | * 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 === | ||
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=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category: Marvel vs Capcom 3]] | [[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:53, 9 December 2020


Chris
In a nutshell
Chris is a keepaway character that excels in controlling the ground and inflicting . 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
{{
}}

48,000
Crouching Light
{{
+
}}


45,000

Standing Medium
{{
}}

65,000
Crouching Medium
{{
+
}}


80,000

Standing Pistol
{{
+
}}


90,000



Cancels into THC
Standing Heavy
{{
}}

80,000
Crouching Heavy
{{d +
}}

80,000



Cancels into THC
Stun Baton
{{f +
}}

90,000

Flame Thrower
{{b +
, hold
}}


166,800 (18,000 x 9-25)

Cannot Special Cancel or Assist
Can Super Cancel
Standing Special
{{
}}

80,000

Jumping Light
{{ air
}}

50,000

Jumping Medium
{{ air
}}

70,000

Jumping Heavy
{{ air
}}

90,000

Air Pistol
{{ air
+
}}


90,000

Jumping Special
{{ air
}}

85,000

Special Moves
Combination Punch Light
{{qcb +
,
,
, h}}



257,400 (50,000 + 60,000 + 50,000 + 50,000 + 25,000 + 30,000 + 80,000)

Combination Punch Medium
{{qcb +
,
}}


230,300 (50,000 + 80,000 + 150,000)


Combination Punch Heavy
{{qcb +
}}

131,000 (50,000 + 90,000)

Grenade Toss
{{
+ atk}}

130,000
150,000
130,000

150,000

130,000

Leaves puddle of fire for 15,000 x5
Shotgun
{{qcf +
}}

133,400 (25,000 x 10)

Damage scales by 0.85
air version otg
Machine Gun
{{
+ m}}

120,900 (25,000 x 8)

Damage scales by 0.85
air version otg
Magnum
{{
+ h}}

150,000

Damage scales by 0.85
Ground Version

Air Version


Prone Position, Fire
{{d ,
+
,
}}



90,000


Hyper Moves
Grenade Launcher
{{
+
+ atk}}


345,000 (100,000 x 4)
Damage scales by 0.9
Freeze Shot Fails on Airborn Foes
Freeze Shot Fails on Airborn Foes
Sweep Combo
{{
+
+ 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
{{
+
+ atk}}


445,000, 148,500 per volley x 3 (16,500 x 27)

You must aim the reticle
and press

hold



Apprentice Combos
Strategy
Tips and Tricks
- While Chris'
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
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
.
- 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
,
, or
buttons during the startup of Satellite Laser Hyper will determine the possition of the reticle.
- a quarter screen away from Chris,
- in the middle of the screen,
- fullscreen range.