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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 | {{ | {{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 {{ | * 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 {{ | * 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 {{ | * 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


Chris
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
Players to Watch
GCYoshi, Scamby, ChrisD, Jumpman, LLND
Character Vitals
Video Walkthrough
Combos
Technology
Move List
Assist Types
Normal Moves




















otg













aircombofinisher



Throws
















Special Moves














otg



















15,000 X 5 for flames

otg





+ 50,000
+ 50,000
+25,000+30,000+80,000




150,000









Prone Stance

nocancel
Hyper Moves


















Level 3 Hyper.
Frame Data
Mission Mode
Strategy
Tips and Tricks
- All of Chris' Normal gunshot moves (Crouching
Low Shot, and Air Low Shot) are special cancelable. Use these for extra zoning power, or for great OTG combos.
- Air Gun Fire
as an
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
or
for your
.
- After the first update patch of the game, Flame thrower is now Special Cancelable, allowing you to use gunshots, grenade tosses, or just plain
after the flamethrower.