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
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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)
on last hit
Combination Punch Medium
{{qcb + , }}
230,300 (50,000 + 80,000 + 150,000)
on last hit
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
Press to stand up
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 again to fire, 3 shots
hold or to adjust starting range
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.