UMVC3/Chris: Difference between revisions

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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Combination Punch H | direct front | 50,000 + 90,000 | hardknockdown | Sweep Combination
   | Combination Punch H | {{direct}} {{front}} | 50,000 + 90,000 | {{hardknockdown}} | Sweep Combination
   | Grenade Toss L (Mine) | shot tiltdown | 117,000 | otg <br> proj  <br> softknockdown | Grenade Launcher
   | Grenade Toss L (Mine) | {{shot}} {{tiltdown}} | 117,000 | {{otg}} <br> {{proj}} <br> {{softknockdown}} | Grenade Launcher
   | Gun Fire M (Machine Gun) | shot front | 22,000 X 8 | proj | Grenade Launcher }}
   | Gun Fire M (Machine Gun) | {{shot}} {{front}} | 22,000 X 8 | {{proj}} | Grenade Launcher }}


=== Normal Moves ===
=== Normal Moves ===


{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 48,000 |  }}
{{MoveListRow | Standing Light | {{l}} | 48,000 |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 | low }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }}
{{MoveListRow | Standing Medium | m | 65,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 65,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 80,000 | low  }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 80,000 | {{low}} }}
{{MoveListRow | Standing Heavy | h | 80,000 |  }}
{{MoveListRow | Standing Heavy | {{h}} | 80,000 |  }}
{{MoveListRow | Crouching Heavy | d + h | 90,000 | low <br> proj <br> otg }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 90,000 | {{low}} <br> {{proj}} <br> {{otg}} }}
{{MoveListRow | Special | s | 80,000 | launch }}
{{MoveListRow | Special | {{s}} | 80,000 | {{launch}} }}
{{MoveListRow | Low Shot | f + m | 90,000 | low <br> proj <br> otg}}
{{MoveListRow | Low Shot | {{f}} + {{m}} | 90,000 | {{low}} <br> {{proj}} <br> otg}}
{{MoveListRow | Stun Rod | f + h | 90,000 |  }}
{{MoveListRow | Stun Rod | {{f}} + {{h}} | 90,000 |  }}
{{MoveListRow | Flamethrower | b + h | 18,000 per hit, up to 25 hits | proj }}
{{MoveListRow | Flamethrower | {{b}} + {{h}} | 18,000 per hit, up to 25 hits | {{proj}} }}
{{MoveListRow | Jumping Light | air l | 50,000 | high }}
{{MoveListRow | Jumping Light | air {{l}} | 50,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air m | 70,000 | high }}
{{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air h | 90,000 | high }}
{{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} }}
{{MoveListRow | Jumping Special | air s | 85,000 | high <br> aircombofinisher}}
{{MoveListRow | Jumping Special | air {{s}} | 85,000 | {{high}} <br> aircombofinisher}}
{{MoveListRow | Air Low Shot | air d + h | 90,000 | proj }}
{{MoveListRow | Air Low Shot | air {{d}} + {{h}} | 90,000 | {{proj}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 (40,000 X 2) | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 (40,000 X 2) | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 (40,000 X 2) | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 (40,000 X 2) | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Gun Fire L (Shotgun) | qcf + l | 20,000 per hit, up to 10 hits | proj }}
{{MoveListRow | Gun Fire L (Shotgun) | {{qcf}} + {{l}} | 20,000 per hit, up to 10 hits | {{proj}} }}
{{MoveListRow | Gun Fire M (Machine Gun) | qcf + m | 22,000 X 8| proj }}
{{MoveListRow | Gun Fire M (Machine Gun) | {{qcf}} + {{m}} | 22,000 X 8| {{proj}} }}
{{MoveListRow | Gun Fire M (Magnum) | qcf + h | 150,000 | proj <br> wallbounce <br> hardknockdown }}
{{MoveListRow | Gun Fire M (Magnum) | {{qcf}} + {{h}} | 150,000 | {{proj}} <br> {{wallbounce}} <br> {{hardknockdown}} }}
{{MoveListRow | Air Gun Fire L (Shotgun) | air <br> qcf + l | 20,000 per hit, up to 10 hits | proj <br> otg}}
{{MoveListRow | Air Gun Fire L (Shotgun) | air <br> {{qcf}} + {{l}} | 20,000 per hit, up to 10 hits | {{proj}} <br> otg}}
{{MoveListRow | Air Gun Fire M (Machine Gun) | air <br> qcf + m | 22,000 X 8| proj <br> otg }}
{{MoveListRow | Air Gun Fire M (Machine Gun) | air <br> {{qcf}} + {{m}} | 22,000 X 8| {{proj}} <br> {{otg}} }}
{{MoveListRow | Air Gun Fire M (Magnum) | air <br> qcf + h | 150,000 | proj <br> groundbounce <br> softknockdown }}
{{MoveListRow | Air Gun Fire M (Magnum) | air <br> {{qcf}} + {{h}} | 150,000 | {{proj}} <br> {{groundbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Grenade Toss L (Mine) | dp + l | 130,000 | proj <br> otg }}
{{MoveListRow | Grenade Toss L (Mine) | {{dp}} + {{l}} | 130,000 | {{proj}} <br> {{otg}} }}
{{MoveListRow | Grenade Toss M (Explosive) | dp + m | 150,000 | proj <br> otg }}
{{MoveListRow | Grenade Toss M (Explosive) | {{dp}} + {{m}} | 150,000 | {{proj}} <br> {{otg}} }}
{{MoveListRow | Grenade Toss H (Incendiary) | dp + h | 130,000 explosion <br> 15,000 X 5 for flames | proj <br> otg}}
{{MoveListRow | Grenade Toss H (Incendiary) | {{dp}} + {{h}} | 130,000 explosion <br> 15,000 X 5 for flames | {{proj}} <br> otg}}
{{MoveListRow | Combination Punch Light | qcb + l <br> l ,<br> m , <br> h | 50,000 + 60,000 <br> <br> + 50,000 <br> + 50,000 <br> +25,000+30,000+80,000 | wallbounce on last hit }}
{{MoveListRow | Combination Punch Light | {{qcb}} + {{l}} <br> {{l}} ,<br> {{m}} , <br> {{h}} | 50,000 + 60,000 <br> <br> + 50,000 <br> + 50,000 <br> +25,000+30,000+80,000 | {{wallbounce}} on last hit }}
{{MoveListRow | Combination Punch Medium | qcb + m <br> h | 50,000 + 80,000 <br><br> 150,000 | softknockdown <br> wallbounce and proj on last hit }}
{{MoveListRow | Combination Punch Medium | {{qcb}} + {{m}} <br> {{h}} | 50,000 + 80,000 <br><br> 150,000 | {{softknockdown}} <br> {{wallbounce}} and {{proj}} on last hit }}
{{MoveListRow | Combination Punch Heavy | {{#motion:qcb + h }} | 50,000 + 90,000| hardknockdown on 2nd hit}}
{{MoveListRow | Combination Punch Heavy | {{qcb + {{h}} }} | 50,000 + 90,000| {{hardknockdown}} on 2nd hit}}
{{MoveListRow | Prone Position |d , d + h| 0 | switches to Prone Stance <br> nocancel <br> u to exit stance}}
{{MoveListRow | Prone Position |d , {{d}} + h| 0 | switches to Prone Stance <br> {{nocancel}} <br> {{u}} to exit stance}}
{{MoveListRow | Prone Shot | h during <br> Prone Stance | 90,000 | proj <br> nocancel}}
{{MoveListRow | Prone Shot | {{h}} during <br> Prone Stance | 90,000 | {{proj}} <br> nocancel}}


{{MoveListFooter}}
{{MoveListFooter}}
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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Grenade Launcher | qcf + atk + atk | 100,000 X 4 | proj <br> otg on 1-2 hit only}}
{{MoveListRow | Grenade Launcher | {{qcf}} + {{atk}} + {{atk}} | 100,000 X 4 | {{proj}} <br> {{otg}} on 1-2 hit 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 | 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 | qcb + 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}}


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=== Tips and Tricks ===
=== 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.
* All of Chris' Normal gunshot moves (Crouching {{ 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}} .
* Air Gun Fire {{ l}} as an {{ 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 {{ m}} or {{ h}} for your {{ 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.
* After the first update patch of the game, Flame thrower is now Special Cancelable, allowing you to use gunshots, grenade tosses, or just plain {{ s}} after the flamethrower.


=== Combos ===
=== Combos ===
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== Strategy vs. Chris ==
== Strategy vs. Chris ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]


*
*

Revision as of 23:12, 8 December 2020

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.png Front.png
50,000 + 90,000
Hardknockdown.png
Sweep Combination
Beta2.png Gun Fire M (Machine Gun)
Shot.png Front.png
22,000 X 8
Proj.png
Grenade Launcher
Gamma2.png Grenade Toss L (Mine)
Shot.png Tiltdown.png
117,000
Otg.png
Proj.png
Softknockdown.png
Grenade Launcher

Normal Moves

Name
Command
Damage
Notes (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 Heavy
H.png
80,000
Crouching Heavy
D.png + H.png
90,000
Low.png
Proj.png
Otg.png
Special
S.png
80,000
Launch.png
Low Shot
F.png + M.png
90,000
Low.png
Proj.png
otg
Stun Rod
F.png + H.png
90,000
Flamethrower
B.png + H.png
18,000 per hit, up to 25 hits
Proj.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
Jumping Special
air S.png
85,000
High.png
aircombofinisher
Air Low Shot
air D.png + H.png
90,000
Proj.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000 (40,000 X 2)
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000 (40,000 X 2)
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Gun Fire L (Shotgun)
Qcf.png + L.png
20,000 per hit, up to 10 hits
Proj.png
Gun Fire M (Machine Gun)
Qcf.png + M.png
22,000 X 8
Proj.png
Gun Fire M (Magnum)
Qcf.png + H.png
150,000
Proj.png
Wallbounce.png
Hardknockdown.png
Air Gun Fire L (Shotgun)
air
Qcf.png + L.png
20,000 per hit, up to 10 hits
Proj.png
otg
Air Gun Fire M (Machine Gun)
air
Qcf.png + M.png
22,000 X 8
Proj.png
Otg.png
Air Gun Fire M (Magnum)
air
Qcf.png + H.png
150,000
Proj.png
Groundbounce.png
Softknockdown.png
Grenade Toss L (Mine)
Dp.png + L.png
130,000
Proj.png
Otg.png
Grenade Toss M (Explosive)
Dp.png + M.png
150,000
Proj.png
Otg.png
Grenade Toss H (Incendiary)
Dp.png + H.png
130,000 explosion
15,000 X 5 for flames
Proj.png
otg
Combination Punch Light
Qcb.png + L.png
L.png ,
M.png ,
H.png
50,000 + 60,000

+ 50,000
+ 50,000
+25,000+30,000+80,000
Wallbounce.png on last hit
Combination Punch Medium
Qcb.png + M.png
H.png
50,000 + 80,000

150,000
Softknockdown.png
Wallbounce.png and Proj.png on last hit
Combination Punch Heavy
{{qcb + H.png }}
50,000 + 90,000
Hardknockdown.png on 2nd hit
Prone Position
d , D.png + h
0
switches to Prone Stance
Nocancel.png
U.png to exit stance
Prone Shot
H.png during
Prone Stance
90,000
Proj.png
nocancel

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Grenade Launcher
Qcf.png + Atk.png + Atk.png
100,000 X 4
Proj.png
Otg.png on 1-2 hit only
Sweep Combo
Dp.png + Atk.png + Atk.png
70,000 + 30,000 X 3 + 150,000
Groundbounce.png and Hardknockdown.png on 2nd hit only
Proj.png and Otg.png on hits 13 - 20 only
Satellite Laser
Qcb.png + Atk.png + Atk.png
16,500 X 27 (445,000)
Hardknockdown.png
Proj.png
Otg.png
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 H.png Low Shot, and Air Low Shot) are special cancelable. Use these for extra zoning power, or for great OTG combos.
  • Air Gun Fire L.png as an Otg.png 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 M.png or H.png for your Otg.png .
  • After the first update patch of the game, Flame thrower is now Special Cancelable, allowing you to use gunshots, grenade tosses, or just plain S.png after the flamethrower.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Chris