UMVC3/Chris: Difference between revisions

From SuperCombo Wiki
Line 101: Line 101:


{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Grenade Launcher | qcf + atk + atk | 100,000 X 4 | proj}}
{{MoveListRow | Grenade Launcher | qcf + atk + atk | 100,000 X 4 | proj <br> otg on 1-2 hit only}}
{{MoveListRow | Sweep Combo | qcb + atk + atk | 70,000 + 30,000 X 3 + 150,000 | groundbounce <br> otg <br> proj ; <br> groundbounce on 2nd hit only <br> otg on hits 13 - 20 only }}
{{MoveListRow | Sweep Combo | dp + atk + atk | 70,000 + 30,000 X 3 + 150,000 | groundbounce and hardknockdown on 2nd hit only <br> proj and otg on hits 13 - 20 only }}
{{MoveListRow | Satellite Laser | dp + atk + atk | 16,500 X 27 (445,000)| hardknockdown <br> proj <br> otg <br> Level 3 Hyper. | level3 }}
{{MoveListRow | Satellite Laser | qcb + atk + atk | 16,500 X 27 (445,000)| hardknockdown <br> proj <br> otg <br> Level 3 Hyper. | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 21:48, 24 May 2017

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Chris

Umvc3 chris face.jpg

As a member of Special Tactics And Rescue Service (S.T.A.R.S.) Chris Redfield was one of the first on the scene to investigate the strange occurrences in and around Raccoon City and continued on through the destruction of Umbrella, a company researching and testing biological warfare. Through all of this Chris has seen the betrayal of S.T.A.R.S. captain, Albert Wesker, and the apparent death of his partner Jill Valentine. Chris becomes a founding member of the Bio-terrorism Security Assessment Alliance (BSAA) and continued the battle against Bioterrorism.


In a nutshell

Through the use of his heavy arsenal Chris is able to compete at long range while causing a large amount of chip damage on a guarding opponent. In many cases Chris is left with good frame advantage in order to respond once he throws out a projectile. His variety of close up special attacks also work to either stun or keep the opponent pushed back into chipping range which creates a deadly combination of control and damage. In Ultimate with improved combo abilities and the addition of an OTG attack Chris brings more (bio) hazard this time around.

Alternate Colors

Chris colors.JPG

Players to Watch

GCYoshi, Scamby, ChrisD, Jumpman, LLND

Character Vitals

CHARACTER DATA
Health:
1,100,000
Double Jump:
no
Air Dash:
no
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40.0 %
65.0 %
90.0 %
X-Factor Speed Boost:
0.0 %
5.0 %
10.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
15 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

Video Walkthrough

Combos



Technology


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Combination Punch H
direct front
50,000 + 90,000
hardknockdown
Sweep Combination
Beta2.png Gun Fire M (Machine Gun)
shot front
22,000 X 8
proj
Grenade Launcher
Gamma2.png Grenade Toss L (Mine)
shot tiltdown
117,000
otg
proj
softknockdown
Grenade Launcher

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
low
Standing Medium
m
65,000
Crouching Medium
d + m
80,000
low
Standing Heavy
h
80,000
Crouching Heavy
d + h
90,000
low
proj
otg
Special
s
80,000
launch
Low Shot
f + m
90,000
low
proj
otg
Stun Rod
f + h
90,000
Flamethrower
b + h
18,000 per hit, up to 25 hits
proj
Jumping Light
air l
50,000
high
Jumping Medium
air m
70,000
high
Jumping Heavy
air h
90,000
high
Jumping Special
air s
85,000
high
aircombofinisher
Air Low Shot
air d + h
90,000
proj

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000 (40,000 X 2)
airthrow hardknockdown
Back Air Throw
air b + h
80,000 (40,000 X 2)
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Gun Fire L (Shotgun)
qcf + l
20,000 per hit, up to 10 hits
proj
Gun Fire M (Machine Gun)
qcf + m
22,000 X 8
proj
Gun Fire M (Magnum)
qcf + h
150,000
proj
wallbounce
hardknockdown
Air Gun Fire L (Shotgun)
air
qcf + l
20,000 per hit, up to 10 hits
proj
otg
Air Gun Fire M (Machine Gun)
air
qcf + m
22,000 X 8
proj
otg
Air Gun Fire M (Magnum)
air
qcf + h
150,000
proj
groundbounce
softknockdown
Grenade Toss L (Mine)
dp + l
130,000
proj
otg
Grenade Toss M (Explosive)
dp + m
150,000
proj
otg
Grenade Toss H (Incendiary)
dp + h
130,000 explosion
15,000 X 5 for flames
proj
otg
Combination Punch Light
qcb + l
l ,
m ,
h
50,000 + 60,000

+ 50,000
+ 50,000
+25,000+30,000+80,000
wallbounce on last hit
Combination Punch Medium
qcb + m
h
50,000 + 80,000

150,000
softknockdown
wallbounce and proj on last hit
Combination Punch Heavy
{{#motion:qcb + h }}
50,000 + 90,000
hardknockdown on 2nd hit
Prone Position
d , d + h
0
switches to Prone Stance
nocancel
u to exit stance
Prone Shot
h during
Prone Stance
90,000
proj
nocancel

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Grenade Launcher
qcf + atk + atk
100,000 X 4
proj
otg on 1-2 hit only
Sweep Combo
dp + atk + atk
70,000 + 30,000 X 3 + 150,000
groundbounce and hardknockdown on 2nd hit only
proj and otg on hits 13 - 20 only
Satellite Laser
qcb + atk + atk
16,500 X 27 (445,000)
hardknockdown
proj
otg
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 6 3 11 -2 -1
M.png 8 3 18 -4 -3
H.png 10 3 21 -2 -1
Crouch L.png 6 3 13 -4 -3
Crouch M.png 8 3 18 -4 -3
Crouch H.png 17 2 19 +5 +6
S.png 9 4 27 -9 -
Jump L.png 5 5 19 +5 +6
Jump M.png 8 3 27 +11 +12
Jump H.png 10 3 26 +14 +15
Jump S.png 10 4 32 +16 +18
Jump Up.gif + S.png 10 4 Until Grounded - -
Jump Left.gif / Right.gif + S.png 8 4 Until Grounded - -
Jump Down.gif + S.png 10 6 Until Grounded - -
Low Shot 15 4 22 -4 -3
Stun Rod 15 3 25 -6 -5
Flamethrower 20 17 22 -1 +0
Air Low Shot 15 - Until Grounded +18 +19
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 34 2(16)2 134
Beta.gif Assist 49 - 114
Gamma.gif Assist 39 - 119
Snap Back 2 4 20 -2 -
Gun Fire L.png 25 - 31 +6 +7
Gun Fire M.png 25 13 22 +0 +1
Gun Fire H.png 22 - 34 -12 -
Air Gun Fire L.png 25 - 30 or Until Grounded, then 1 frame recovery +35 +36
Air Gun Fire M.png 25 15 16 or Until Grounded, then 1 frame recovery +20 +21
Air Gun Fire H.png 22 - 37 or Until Grounded, then 1 frame recovery +19 -
Grenade Toss L.png 17 - 30 -7 -
Grenande Toss M.png 20 - 25 - -
Grenade Toss H.png 25 - 26 - -
Combination Punch L.png 10 2(15)3 21 -2 -1
Body Blow (L.png during Combination Punch L.png) 12 3 26 -4 -3
Heavy Blow (M.png during Body Blow) 13 3 30 -6 -5
Payoff (H.png during Heavy Blow) 15 3(18)3(17)4 21 -3 -
Combination Punch M.png 10 2(24)3 22 -3 -
Magnum Combo (H.png during Combination Punch M.png) 22 - 34 -12 -
Combination PunchH.png 10 2(16)2 41 -20 -
Prone Position 10 - 5 - -
Prone Shot 15 - 9 - -
Grenade Launcher 15+4 112 37 - -
Sweep Combo 10+2 4(10)3(27)8(27)17(20)7(43)20 53 -31 -
Satellite Laser 35+1(Lock On 14) 37 43 - -

Mission Mode


Strategy

Tips and Tricks

  • All of Chris' Normal gunshot moves (Crouching {{#motion: h}} Low Shot, and Air Low Shot) are special cancelable. Use these for extra zoning power, or for great OTG combos.
  • Air Gun Fire {{#motion: l}} as an {{#motion: otg}} causes a forced tech roll. Keep this in mind for use either as a Mixup, or avoid using it in favor of Air Gun Fire {{#motion: m}} or {{#motion: h}} for your {{#motion: otg}} .
  • After the first update patch of the game, Flame thrower is now Special Cancelable, allowing you to use gunshots, grenade tosses, or just plain {{#motion: s}} after the flamethrower.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Chris