Marvel VS Capcom: Infinite/Chris

From SuperCombo Wiki

Mvci logo.png

Chris Redfield

MVC2 MVCI Chris Redfield art.png

Story

Previously working with the Special Tactics and Rescue Service, or S.T.A.R.S., Chris Redfield dedicates his life to destroying bio weapons and anyone who works to make them. He helped form the Bioterrorism System Assessment Alliance, or BSAA, with Jill Valentine in order to further pursue this goal. Though he's faced many hardships and loss, he never deviates from his path of fighting for a future free from fear.

Gameplay

Chris is a tactical weapons expert who carries a variety of guns and other versatile tools to the fight. He often likes fighting at a range to make use of his many different firearms, most notably, his Magnum. He wants to lock his opponent in place with his vast tools and make it a nightmare for them to get in. If he is in trouble, he can throw out a hitbox and tag his partner in for safety. He may struggle on his own, but he's one of the best team players out there. Although often regarded as the worst character in the game, don't be deceived by this tactical expert; he will mess you up if you're not prepared as he has his own set of strengths to take advantage of.

Strengths Weaknesses
  • Range: Chris has several long range options to control the screen with. 5HK and air 5HK cover good angles and can lead into a Magnum shot, 623HP is similar to a beam in function, and his Grenade Launcher hyper gives him cover from an entire screen length away.
  • Magnum: 623HK, the cornerstone of Chris as a character. An incredibly fast, full screen projectile that wall bounces. It can lead to a decently damaging combo on its own, but only gets stronger when paired with a hyper combo or a tag combo.
  • Tag Options: Almost all of Chris' projectiles are great options for getting his partner in from almost anywhere on screen. His Grenade Launcher hyper has five shots total that are all spaced out from each other, making it an incredible lockdown and mixup tool.
  • Poor Hitboxes: Chris struggles more than any other character to maintain happy birthdays. His hitboxes don't offer enough range to reliably pickup the second character.
  • Reload: To balance out how amazing Magnum is, he has to reload the ammo for it, only having three shots at a time. This hinders his ability to control the screen and often causes him to make a risk or give up damage/oki to get a reload in.
  • Bad Solo: His long ranged projectiles have more benefits for his partner over himself, which means if he's left on his own, he struggles a lot. Despite his long ranged air 5HK being great for lockdown, it's not an overhead. He can't open the opponent up reliably on his own or keep them out due to reload delaying the inevitable and perfect pushblock eliminating most long ranged threats.
  • Underwhelming Arsenal: Despite having several unique moves and mechanics, like prone position, a landmine, an incendiary grenade, and several long ranged gun related moves, they all have relatively niche uses and/or are generally underwhelming. Most of his kit is centralized around controlling the screen with Magnum and his Grenade Launcher hyper.

Players to Watch

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
-

Move List

Unique Trait

Heavy Arsenal: Chris sports an arsenal of weapons that even Rocket would be proud of. Owning a variety of weapons including guns and grenades, he can keep up the assault from a distance or close it out with his flamethrower, if he needs extra firepower he can even use grenade launchers and rockets.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 -3 -2
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 11 0 -5
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 8 -3 -6
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 12 -3 -8
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 7 -8 -7
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 10 -8 Launch
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 8 -1 -4
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Low 12 -17
Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 6
Jumping Heavy Punch
Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 9
Jumping Light Kick
Mvci up.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 8
Jumping Heavy Kick
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 10 Groundbounce Hardknockdown
Stun Rod
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 12 -14 -17
Flamethrower
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
80*16(1216) Mid 21 0~-1 -5~-6
Slide
Mvci df.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 16 -18 HardKnockdown
Elbow Drop
Mvci up.pngMvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 8
Prone Position
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
29?
Chris goes into a prone position where his vertical hurtbox shrinks massively
Prone Shot
(While in Prone Position)Mvci lp.png or Mvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 11 -1 -6
Shoulder Tackle
(While in Prone Position) Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
900 Mid 16 -6 Wallbounce

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 3 1
Additional damage scales by 50%
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 3 1
Additional damage scales by 50%
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in

Specials

Gun Fire
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 120*10(1140) Mid 25 +1 Airok.png
Mvci hp.png 160*7(1072) Mid 24 -3 +3 Airok.png
Light version is a shotgun that fires hitboxes in a fan pattern, while Heavy is a machine gun that fires straight ahead. Both are angled downwards when used in the air
Reload
Mvci qcf.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Total 32 (22 while airborne) Airok.png
Reloads all magnum ammo
Magnum Shot
Mvci qcf.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1500 Mid 19 -9 Airok.png, Wallbounce, Groundbounce (while airborne)
Fires straight forward on the ground, slightly downwards in the air. If used with no ammo he will reload before firing.
Grenade Toss
Mvci down.pngMvci down.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png Mid Total 53
Mvci hk.png 700+150*5(1360) Mid Total 53
Light is a landmine that activates when an enemy gets close. Heavy is an incindiary grenade that explodes after a timer. Heavy can be activated early by hitting it with any of Chris' gun attacks
Combination Punch L
Mvci qcb.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300*2 Mid 10 -1 -4
Straight Punch
During Combination Punch L Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300*3(870) Mid -14 WallBounce
Damage includes Combination Punch L
Magnum
During Straight Punch Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300*3+1500(2220) Mid -14 Wallbounce
Damage includes Combination Punch L and Straight Punch
Combination Punch H
Mvci qcb.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400*2 Mid 10 -5 -10
Shotgun
During Combination Punch H Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400*2+300+60*10(1568) Mid +11
Damage includes Combination Punch H

Hypers

Grenade Launcher
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1100*4(3520) Mid 13 -16
Sweep Combo
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600*2+80*10+100*7+700+700(3198) Mid 22 -68
Satellite Laser
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
650*15(5590) Mid -38 Aimable

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Chris

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