Marvel vs. Capcom 3: Fate of Two Worlds: Chris

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                        M A R V E L  V S  C A P C O M  3
      ___  _            _          __            _   __  _        _      _ 
     / __\| |__   _ __ (_) ___    /__\  ___   __| | / _|(_)  ___ | |  __| |
    / /   | '_ \ | '__|| |/ __|  / \// / _ \ / _` || |_ | | / _ \| | / _` |
   / /___ | | | || |   | |\__ \ / _  \|  __/| (_| ||  _|| ||  __/| || (_| |
   \____/ |_| |_||_|   |_||___/ \/ \_/ \___| \__,_||_|  |_| \___||_| \__,_|

                          C H A R A C T E R  G U I D E

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MARVEL VS CAPCOM 3                                         CHRIS REDFIELD GUIDE

PLAYSTATION 3                                                          XBOX 360

STARTED: 05/10/11                                            RELEASED: 05/16/11

UPDATED: --------                                                  VERSION: 1.0

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   ||---------------------------------------------------------------------||
   ||                                                                     ||
   ||                      Authored by: Berserker                         ||
   ||              Email: berserker_kev(at)yahoo(dot)com                  ||
   ||                                                                     ||
   ||         Homepage: http://www.berserkersblog.blogspot.com            ||
   ||        Youtube: http://www.youtube.com/user/BerserkerSTARS          ||
   ||                                                                     ||
   ||        This document Copyright 2011 Kevin Hall (Berserker)          ||
   ||           Marvel vs Capcom 3 Copyright 2011 Capcom Inc.             ||
   ||                                                                     ||
   ||---------------------------------------------------------------------||
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

==================== - T A B L E  O F  C O N T E N T S - ======================
  ___  
 |_  | 
   | |      ______     ______     ______     ______     ______
   | |     |______|   |______|   |______|   |______|   |______|  INTRO & BASICS
   | |                                                               [IB00]
   |_|

      - Intro
      - Profile
      - Controls
 _______
|_____  |
 _____| |   ______     ______     ______     ______     ______
|  _____|  |______|   |______|   |______|   |______|   |______|    MOVE LISTS
| |_____                                                             [ML00]
|_______|

      - Basic Attacks
      - Crossover Assists
      - Special Moves
      - Hyper Combos
 _______
|_____  |
 _____| |   ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______| COMBOS & STRATS
 _____| |                                                            [CS00]
|_______|

      - Combos
      - Strategies
 _     _
| |   | |
| |___| |   ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______|     MISSIONS
      | |                                                            [MI00]
      |_|

 _______
|  _____|
| |_____    ______     ______     ______     ______     ______
|_____  |  |______|   |______|   |______|   |______|   |______| LINKS & CLOSING
 _____| |                                                            [LC00]
|_______|

      - Links
      - Closing


===============================================================================
                                    ___                                  [IB00]
                                   |_  | 
                                     | |
                                     | |
                                     | |
                                     |_|
                          I N T R O  &  B A S I C S
===============================================================================

  _____ 
  \_   \
   / /\/
/\/ /_  ________
\____/  N T R O \______________________________________________________________
-------------------------------------------------------------------------------

I'm not really what you would call a "fighting game fanatic", but I used to 
play Marvel vs Capcom 2 and many other Capcom and SNK fighters quite a bit back 
around my early college years and considered myself an alright player at most 
fighters that were popular back then.  I'm the type of person that enjoys 
picking a low tier character and seeing how far I can go with them when 
competing against the usual high tier characters that other will stick with in 
just about any game - not just fighters.  Once I set my eyes on a character 
that I like, I get the mindset that "I'm playing that character, no matter 
what" and most of the time that thought works out for me in the end.

I'm also a VERY hardcore Resident Evil fan and have been ever since the 
original game.  Chris Redfield has always been my personal favorite character 
in the Resident Evil series.  If you've played Resident Evil 5 then you might 
know me for my FAQ for the full game or you might know me from my RE5 Mercs 
Chris gameplay from youtube.  Anyway, this is my first attempt at an FAQ for a 
fighting game, so hopefully this will come across as a good first attempt.

As always, you can email me at my email address berserker_kev(@)yahoo(dot)com 
if you have an questions, suggestions or comments.

- Berserker (BK)

   ___ 
  / _ \
 / /_)/
/ ___/ ____________
\/     R O F I L E \___________________________________________________________
-------------------------------------------------------------------------------

--> REAL NAME                                                             - - -

Chris Redfield

--> OCCUPATION                                                            - - -

BSAA Operative

--> ABILITIES                                                             - - -

Has plenty of experience with all types of weapons.  Also skilled in hand-to-
hand combat as well as with a knife.  Has good observational and perception 
skills, important for survival.

--> WEAPONS                                                               - - -

Various firearms such as handguns, sub-machine guns, shotguns, etc.  Also armed 
with a military-issue knife and machete.

--> PROFILE                                                               - - -

Ever since the Raccoon City incident, he has been fighting continuously against 
the spread of bioterrorism despite the dissolution of Umbrella.  He is also 
searching for his former partner Jill, whose whereabouts are unknown.

--> APPEARANCES                                                           - - -

Resident Evil (1996)
Resident Evil 2: Dual Shock Edition (1998)
Resident Evil: Code Veronica / Resident Evil: Code Veronica X (2000)
Resident Evil: The Umbrella Chronicles (2007)
Resident Evil 5 (2009)
Resident Evil: The Darkside Chronicles (2009)

--> POWER GRID                                                            - - -
                  ___ ___ ___ ___ ___ ___ ___
INTELLIGENCE      \_*_\_*_\_*_\_*_\_*_\___\___\ --> 5
                  ___ ___ ___ ___ ___ ___ ___
STENGTH           \_*_\_*_\_*_\_*_\_*_\___\___\ --> 5
                  ___ ___ ___ ___ ___ ___ ___
SPEED             \_*_\_*_\_*_\_*_\___\___\___\ --> 4
                  ___ ___ ___ ___ ___ ___ ___
STAMINA           \_*_\_*_\_*_\_*_\_*_\___\___\ --> 5
                  ___ ___ ___ ___ ___ ___ ___
ENERGY PRODUCTION \_*_\___\___\___\___\___\___\ --> 1
                  ___ ___ ___ ___ ___ ___ ___
FIGHTING ABILITY  \_*_\_*_\_*_\_*_\_*_\___\___\ --> 5

--> VITALITY                                                              - - -

1,100,000

X-Factor Damage and Speed

.----------------------------------------.
| X-Factor | Level 1 | Level 2 | Level 3 |
|========================================|
| Damage   |    135% |    175% |    210% |
| Speed    |    105% |    110% |    115% |
'----------------------------------------'

--> OUTFITS                                                               - - -

- Costume 1

Button: L
Color: Green shirt with light gray pants w/brown hair
Description: Chris' standard BSAA outfit from Resident Evil 5.

- Costume 2

Button: M
Color: Blue shirt with light gray pants w/black hair
Description: A blue variation of Chris' BSAA outfit from Resident Evil 5.  
Chris has a slightly more tanned complexion and his hair is darker.

- Costume 3

Button: H
Color: Dark Blue and white shirt with dark blue pants w/blonde hair
Description: A dark blue and white variation of Chris' BSAA outfit from 
Resident Evil 5. Chris has a darker complexion and his hair is blonde.

- Costume 4

Button: Partner 1
Color: Black and white shirt with white pants w/white hair
Description: A black and white variation of Chris' BSAA outfit from Resident 
Evil 5.  Chris has a pale complexion and his hair is white.  Gamers that have 
played Resident Evil 5 will likely notice the similarities to the colors worn 
by Safari Chris.

- Costume 5 (Download Only*)

Button: Partner 2
Color: White and green shirt with gray pants w/dark brown hair
Description: Chris' S.T.A.R.S. outfit that he wore during the Mansion Incident 
of the original Resident Evil game.  He wears a white undershirt and a green 
vest with the S.T.A.R.S. logo on the back - more commonly known as "The 
S.T.A.R.S. jacket".  His pale complexion, dark hair and clean shaven appearance 
more closely resembles the Chris Redfield from the Resident Evil remake on 
Gamecube, or the Chris from Resident Evil: The Umbrella Chronicles on Wii.

* This outfit can only be selected if you have downloaded Costume Pack 1 for 
Marvel vs Capcom 3 from Xbox LIVE or Playstation Network.

--> TITLES                                                                - - -

- Original 11

Color Type: Blue
How to unlock: Clear Arcade mode with Chris on any difficulty.
Description: This title refers to the original 11 S.T.A.R.S. members that were 
involved in the Mansion Incident in the Arklay Mountains of Raccoon City back 
during the events of the original Resident Evil game on PS1.

Alpha Team:       Bravo Team:

Albert Wesker     Enrico Marini
Barry Burton      Rebecca Chambers
Chris Redfield    Forrest Spyer
Jill Valentine    Kenneth Sullivan
Joseph Frost      Richard Aiken
Brad Vickers

Edward Dewey and Kevin (helicopter pilot) from Bravo team only appeared in the 
remake of Resident Evil and Resident Evil 0 and they died before the events of 
Resident Evil 1.

- Tough Guy

Color Type: Blue
How to unlock: Clear Arcade mode with Chris on Very Hard.
Description: Planner of the original Resident Evil, Hideki Kamiya, originally 
described Chris as a "blunt, tough-guy type".  This title most likely holds 
reference to his description.

- Investigating

Color Type: Red
How to unlock: Complete five Missions with Chris.
Description: S.T.A.R.S. Alpha Team's original assignment was to "investigate" 
the disappearance of Bravo team at the Spencer Estate in the Arklay Mountains 
of Raccoon City.

- S.T.A.R.S.

Color Type: Red
How to unlock: Complete all Missions with Chris.
Description: Chris Redfield was originally a member of the S.T.A.R.S. (Special 
Tactics and Rescue Service) unit in Raccoon City back before it was disbanded 
after the bombing of Raccoon City in Resident Evil 3.

- Big Bro

Color Type: Gold
How to unlock: Use Chris 30 times.
Description: Somewhere in between the events where Chris lost his former 
partner Jill Valentine due to a fatal plunge with Wesker at the Spencer Estate 
shortly after the fall of Umbrella, Chris endured much physical training in 
order to fight Wesker with his bare hands during their next encounter.

"Chris trained and got stronger, while Wesker got more wrinkles."

- Yasuhiro Anpo (Production director for Resident Evil 5)

-- USING CHRIS                                                            - - -

Chris is very much a keep away character that excels in draining an opponent's 
health through block damage with a slight focus of attacking when he finds an 
opening.  He has several projectile special moves that can easily pin an 
opponent down or keep an opponent at a distance from him.  Your main goal with 
Chris is to keep an opponent at long distance or mid range and inflict block 
damage.

Chris' Gun Fire M and Gun Fire H (both air and ground) inflict quite a bit of 
block damage to an opponent that guards from a distance.  His Grenade Toss H is 
good for setting up a wall of flame that will keep an opponent at a distance or 
trap an opponent so that Chris can take further block damage from the opponent 
with Gun Fire M or H and/or a projectile assist.  The Grenade Toss L is his 
main source of anti-air defense without an anti-air assist.

Chris is not an offensive character that is good for rushing at an opponent 
with.  He is best played defensively until an opening is found.  His best 
setups for attacking are through Air Gun Fire H, Grenade Toss L (juggle 
afterwards) or a crouching M.  After hitting an opponent, he can easily juggle 
them in the air with a standing H or stun rod attack then work the opponent 
into a combo or knock them up and start an air combo.

Juggling with wall and ground bouncing plays a big role in playing as Chris.  
His Gun Fire H, both the ground (wall bounce) and air (ground bounce), can set 
an opponent up for juggling.  The Gun Fire H and Grenade Launcher are very good 
at beating an opponent's projectiles most of the time - both the main character 
and assists projectiles.

Overall, Chris takes quite a bit of damage from an opponent with all of his 
moves once he opens an opponent up to attacks.  His Grenade Launcher hyper 
combo is one of the most damaging level 1 hyper combos in the game and he can 
set up his level 3 satellite laser with just a simple hit with a Gun Fire H or 
cancel into the move after a Combination Punch H.

Chris is also the only character in the game that can duck under projectiles, 
which is really good for beam characters that like to spam (Iron Man). By using 
his Prone Position (down, down H), he can duck right under normal projectiles 
and even standing beam hyper combos.  While in prone, he can fire low to make 
an opponent come to him.

Chris is also a great super meter builder!  He adds quite a bit to the super 
gauge through the constant long distance spamming of his moves.  A Chris player 
is likely to hit an opponent from a distance quite often, and all of those 
attacks will help to increase his super gauge quite fast.

Chris can be looked at as a low tier character, but with enough dedication, he 
can excel through finding an opening and exploiting it with his high damage 
rate per attack.

   ___ 
  / __\
 / /   
/ /___ ______________
\____/ O N T R O L S \_________________________________________________________
-------------------------------------------------------------------------------

==========================
Basic Controls Per Console
==========================

--> Playstation 3 (PS3)                 --> Xbox 360 (X360)

[]           - L. Attack                X            - L. Attack
/\           - M. Attack                Y            - M. Attack
O            - H. Attack                B            - H. Attack
X            - Special (S) Attack       A            - Special (S) Attack
R2           - Partner 2                RT           - Partner 2
L2           -                          LT           - 
R1           - Partner 1                RB           - Partner 1
L1           - L + M + H Attack         LB           - L + M + H Attack
L3           - N/A                      LS           - N/A
R3           - N/A                      RS           - N/A
Start        - Pause Menu               Start        - Pause Menu
Select       -                          Back         - 
L thumbstick - Move fighter             L thumbstick - Move fighter
R thumbstick - N/A                      R thumbstick - N/A
D-pad        - Move fighter             D-pad        - Move fighter


==================
Directional Inputs
==================

--> D-PAD/JOYSTICK DIRECTIONS (Numbers and Letters)

This is a diagram showing off the inputs for directions depending on whichever 
method you like to use to describe them - either numbers or letters.  In this 
guide I try to use both, though I do prefer letters overall.

NOTE: All diagrams assume that a player is on the first player (left) side.

789   UB U UF
456    B N F
123   DB D DF

UB (7)   U (8)   UF (9)
      \    |    /
       \   |   /
        \  |  /
 B (4)-- N (5) -- F (6)
        /  |  \
       /   |   \
      /    |    \
DB (1)   D (2)   DF (3)

UB/7 = Up and Back
U/8  = Up
UF/9 = Up and Forward
B/4  = Back
N/5  = Neutral
F/6  = Forward
DB/1 = Down and Back
D/2  = Down
DF/3 = Down and Forward


--> OTHER TERMS

NOTE: Most of this info is found in the Move List or Combo sections of the 
guide.

c      = Crouching
s      = Standing
f      = Forward
b      = Back
j      = Jumping
Air    = While in the air
Ground = While on the ground

.---------------.
| AIR OR GROUND |
'---------------'

The move can be done in the air or on the ground.

.-------------.
| CHIP DAMAGE |
'-------------'

Opponent takes block damage while guarding.

.-----.
| OTG |
'-----'

Off the Ground/can hit a grounded opponent.

.--------------------.
| SPINNING KNOCKDOWN |
'--------------------'

Opponent spins in the air for a few seconds and is open to juggle while 
spinning before hitting the ground.

.----------------.
| HARD KNOCKDOWN |
'----------------'

Opponent is knocked to the ground and cannot recover for a few seconds/can be 
OTG'd.

.-------------.
| WALL BOUNCE |
'-------------'

Opponent is knocked toward the far wall and bounces off the wall.  Opponent is 
open to moves that can juggle while in the air or OTG once they hit the ground.

.---------------.
| GROUND BOUNCE |
'---------------'

Opponent is knocked toward the ground and bounces off the ground.  Opponent is 
open to moves that can juggle while in the air after the bounce.


===============================================================================
                                    _______                              [ML00]
                                   |_____  |
                                    _____| |
                                   |  _____|
                                   | |_____
                                   |_______|
                              M O V E  L I S T S
===============================================================================
   ___ 
  / __\
 /__\//
/ \/  \ _______________________
\_____/ A S I C  A T T A C K S \_______________________________________________
-------------------------------------------------------------------------------

======================
STANDING BASIC ATTACKS
======================

**********
Standing L
**********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 48000  | 6       | 3      | 11       | -1        | -2         |
'----------------------------------------------------------------------'

Chris quickly punches forward with his arm.  Out of all of Chris' basic 
attacks, this move lacks the most range.  It cannot hit a ducking opponent no 
matter how close Chris is.  This is not a good move to perform after a jumping 
attack since, if the opponent is ducking, then Chris will not be able to hit 
the opponent afterwards.  It would be best to stick with Chris' crouching L 
instead of using his standing L.

The only real benefit to this attack is that its quick and Chris does hit 
higher when compared to his other basic standing attacks.  The main time that 
you'll want to use this is to juggle after a down + H on a grounded opponent 
after a throw while the opponent is in the corner.

**********
Standing M
**********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 65000  | 8       | 3      | 18       | -3        | -4         |
'----------------------------------------------------------------------'

Chris performs a quick hook to the area in front of him.  This move has more 
range than the standing L and also it will hit a ducking opponent from close 
range.

If you choose to hit an opponent with a standing attack after a jumping attack, 
it would be best to use Chris' standing M instead of his standing L.  He can 
easily chain into a standing H and stun rod then finish with another attack 
afterwards.  Just completely avoid using a standing L after a jumping attack 
and chain straight into Chris' standing M or a crouching L followed by a 
crouching M for the best results with linking attacks after a jumping attack.

**********
Standing H
**********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 80000  | 10      | 3      | 21       | -1        | -2         |
'----------------------------------------------------------------------'

Chris steps forward with a straight kick.  If you've played Resident Evil 5 
then this is similar to his kick from the back of a Majini after an arm stun, 
though the one in RE5 is more "intense".

Chris' standing H is a good attack to juggle an opponent with after any type of 
bounce (both wall bounce and ground bounce).  Chris can chain into his stun rod 
(Forward + H) directly after this attack then finish the combination with any 
of his special attacks or an S knock up.

The standing H will hit a ducking opponent from a greater distance when 
compared to Chris' standing M also.  This move is not a good poke however.  It 
should really only be used in combos or for juggles.

**********
Standing S
**********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 80000  | 9       | 4      | 27       | --        | -9         |
'----------------------------------------------------------------------'

Chris performs a quick uppercut.  This move is Chris' knock up attack to start 
an air combo.  Hit an opponent with this then leap into the air to follow them 
and perform a combination of Chris' jumping attacks for an air combo.  This 
move can also be used well as anti-air attack if the opponent is left wide open 
while above Chris.

Since Chris will be juggling his opponent quite a bit with his other attacks, a 
standing S is a great choice for an easy finisher to a ground combo so Chris 
can take the opponent into the air for an air combo.  Chris can chain into an S 
attack from any of his basic attacks that don't involve a gun.  One of the best 
times to perform an S attack is directly after a stun rod (forward + H) attack.

=======================
CROUCHING BASIC ATTACKS
=======================

***********
Crouching L
***********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| L    | 45000  | 6       | 3      | 13       | -3        | -4         |
'----------------------------------------------------------------------'

Chris kneels down and kicks outward from close.  A crouching L is a good 
starter for many of Chris' combos from close range.  It's really only best at 
close range only however.  Chris' crouching M is much better for the majority 
of combos that Chris will land against an opponent.  His crouching L is quicker 
than a crouching M, but the crouching L lacks range.

***********
Crouching M
***********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 80000  | 8       | 3      | 18       | -3        | -4         |
'----------------------------------------------------------------------'

While crouching, Chris steps forward with one knee and performs a slash with 
his machete.  This is by far the best combo starter for the majority of Chris' 
combos.  It has good range and overall speed and it can hit an opponent from 
the air which can lead to a full juggle with Chris' main combo.

The crouching M is Chris' best poke attack from mid range when attempting to 
set up an attack combination.  This attack can hit an opponent that is in the 
air and it has good overall range for a mid range opponent.  Just land a single 
crouching M and Chris can chain into a standing H followed by a stun rod attack 
(Forward + H) then perform either an S knock up or one of his other attacks.

***********
Crouching H
***********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 90000  | 17      | 2      | 19       | +2        | +1         |
'----------------------------------------------------------------------'

Special Properties:
.-------------. .-----.
| CHIP DAMAGE | | OTG |
'-------------' '-----'

Chris points toward the ground in front of him with his handgun and fires a 
shot while crouching.  This move takes block damage if the opponent blocks the 
shot and it can knock an opponent off the ground after any type of knockdown 
that leaves them on the ground for a while.  Since this move is a low attack, 
it must also be guarded low or it will hit!  If Chris hits any of his grenades 
from a grenade toss M or H with this gunshot, that grenade will instantly 
detonate.

Chris can follow up his air and ground throw with a crouching H.  In a corner, 
he can quickly hit an opponent with a standing L following the crouching H.  
The crouching H is NOT cancelable, but with the right timing, a standing L or 
crouching L can hit an opponent right afterwards then a player can chain into 
Chris full combo - crouching L, crouching M, standing H, stun rod, etc.

====================
AERIAL BASIC ATTACKS
====================

*********
Jumping L
*********

.---------------------------------------------.
| Hits | Damage | Startup | Active | Recovery |
|      |        |         |        |          |
+=============================================+
| 1    | 50000  | 5       | 5      | 19       |
'---------------------------------------------'

Chris extends his shoulder forward and hits the opponent with his elbow.  This 
jumping attack lacks the most range out of all of Chris' jumping attacks.  It 
can be good for close range hits from the air, but it's hard to chain other 
attacks with this attack once Chris is on the ground.

*********
Jumping M
*********

.---------------------------------------------.
| Hits | Damage | Startup | Active | Recovery |
|      |        |         |        |          |
+=============================================+
| 1    | 70000  | 8       | 3      | 27       |
'---------------------------------------------'

Chris kicks forward with one of his legs while in the air.  Chris' foot is 
extended slightly upwards directly in front of him while kicking so it doesn't 
hit below him that well.  This move seems as if it would hit much better than 
what it does while jumping into an opponent but it really doesn't hit any 
better than Chris' jumping L.  Both jumping attacks have around the same attack 
range when jumping in.

Chris' jumping M is best used for the startup of his air combos.  It juggles an 
opponent very well in the air for up to two times before chaining into a 
jumping H attack.

*********
Jumping H
*********

.---------------------------------------------.
| Hits | Damage | Startup | Active | Recovery |
|      |        |         |        |          |
+=============================================+
| 1    | 90000  | 10      | 3      | 26       |
'---------------------------------------------'

Chris swings forward with his machete while in the air.  This attack is Chris' 
best jumping attack for starting a combo on an opponent from mid-range.  The 
machete swing has good distance and its very easy to chain into a standing M or 
crouching L and crouching M right after Chris lands this attack on an opponent.

From mid range, Chris' jumping H is the best way to hit an opponent and start a 
ground combo on them.  It can be used just as well for close range as well.

*********
Jumping S
*********

.---------------------------------------------.
| Hits | Damage | Startup | Active | Recovery |
|      |        |         |        |          |
+=============================================+
| 1    | 85000  | 11      | 3      | 32       |
'---------------------------------------------'

Chris hits an opponent over the head with both of his fists while in the air. 
The jumping S is best used for a close range air attack to set up a ground 
combo.  Chris covers the area below him very well for this attack, so it is 
also easy to cross up an opponent with the jumping S while leaping over their 
head.

======================
GROUND COMMAND ATTACKS
======================

***********
Forward + M
***********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 90000  | 15      | 4      | 22       | -3        | -4         |
'----------------------------------------------------------------------'

Special Properties:
.-------------. .-----.
| CHIP DAMAGE | | OTG |
'-------------' '-----'

Chris points his handgun forward and fires a shot.  The gun shot covers just a 
little over half the screen and takes block damage when guarded.  Like Chris' 
crouching H gunshot, this shot can hit a grounded opponent from a hard 
knockdown.  It can also be used to make Chris' grenade toss M and H instantly 
detonate if he hits the grenade with the gunfire.

This can be a good move for quick chip damage on an opponent that Chris is 
trying to keep away.  Since Chris will have more recovery animation from this 
attack, it would be best to make use of his down + H gunshot from the air for 
zoning however.

***********
Forward + H
***********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 90000  | 15      | 3      | 25       | -5        | -6         |
'----------------------------------------------------------------------'

Special Properties:
.-------------.
| CHIP DAMAGE |
'-------------'

Chris takes out his stun rod and quickly steps forward and swings the stun rod. 
A stun rod hit takes block damage when an opponent guards against it.  This 
attack is the bread and butter of easily juggling an opponent with Chris.

After any type of ground bounce or wall bounce, a player can easily juggle an 
opponent with a stun rod attack then chain into an S knock up or many of Chris' 
special attacks.  Since Chris steps forward and this move has some good range 
when he does so, it's quite easy to hit an opponent with this attack and keep 
them in the air while Chris is at a distance.

The move can be used as a poke for setting up an attack from the ground also, 
but Chris' crouching M is still safer since it has less recovery.  Directly 
after a grenade toss L hits an opponent that jumps into Chris, a player can 
juggle that opponent in the air with a quick stun rod hit followed a knock up - 
this is just one example of the stun rod's many juggle setups.

********
Back + H
********

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 110000 | 20      | 17     | 22       | 0         | -1         |
|      |    -   |         |        |          |           |            |
|      | 166800 |         |        |          |           |            |
'----------------------------------------------------------------------'

Special Properties:
.-------------.
| CHIP DAMAGE |
'-------------'

Chris equips a flamethrower and spews flames forward from the gun.  The 
flamethrower takes some extreme block damage when an opponent guards against 
it.  It literally takes off the same amount of damage whether it hits or is 
guarded against.

The flamethrower is good for knocking an opponent out of the air from mid range 
and it can also be used to juggle after a few of Chris' moves (such as in a 
corner after a grenade launcher hyper combo). When an opponent is very weak, 
this move can be used to finish them off with its extreme chip damage.

It's not good to spam this move however since Chris is left wide open to attack 
when he is in his flamethrower pose and shortly after the move ends.  Some 
characters (X-23) can duck right under this move also.

===================
AIR COMMAND ATTACKS
===================

*****************
Down + H (in air)
*****************

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 90000  | 15      | --     | until    | --        | --         |
|      |        |         |        | standing |           |            |
'----------------------------------------------------------------------'

Special Properties:
.-------------. .-----.
| CHIP DAMAGE | | OTG |
'-------------' '-----'

Chris fires downward with his handgun while in the air.  Like Chris' other gun 
attacks, this attack will take block damage if an opponent guards against it.  
Chris can easily sneak this move into any type of normal jump to keep distance 
between himself and his opponent.  This move is much safer than Chris' other 
handgun attacks and Chris can easily perform it a few times in a row during his 
jumps and get away with it easier thanks to how quick it is.

Chris' air handgun attack is good to mix in with his usual zoning projectiles 
such as his grenade tosses and his gun fire special moves.  Just like all other 
gun attacks, this attack will detonate grenades from a distance.  This attack 
actually works quite well for detonating his grenade tosses since it hits at 
right about the maximum distance that each one will go when thrown if Chris 
jumps straight up and shoots.

   ___ 
  / __\
 / /   
/ /___ _______________________________
\____/ R O S S O V E R  A S S I S T S \________________________________________
-------------------------------------------------------------------------------

***************************
ALPHA / Combination Punch H
*************************** 

Type: Direct
Direction: Front
Crossover Combination Hyper Combo: Sweep Combo

.---------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Recovery  |
|      |        |         |        | (assist) | (partner) |
+=========================================================+
| 2    | 112000 | 34      | 2(16)2 | 134      | 104       |
'---------------------------------------------------------'

Special Properties:
.----------------. .-----.
| HARD KNOCKDOWN | | OTG |
'----------------' '-----'

For the Alpha assist, Chris will perform his Combination Punch H. If it hits, 
it will result in a hard knockdown which can lead to the opponent being hit off 
the ground with a hyper combo or special move that hits OTG.

*****************
BETA / Gun Fire M
*****************

Type: Shot
Direction: Front
Crossover Combination Hyper Combo: Grenade Launcher

.---------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Recovery  |
|      |        |         |        | (assist) | (partner) |
+=========================================================+
| 8    | 125000 | 49      | --     | 114      | 84        |
'---------------------------------------------------------'

For the Beta assist, Chris will step out and perform his Gun Fire M.  This 
assist is his best assist out of the three for most teams.  It's a real good 
assist to pin down an opponent to help out a dasher character such as Wolverine 
or X-23.  The assist can also add more to the chip damage of a beam character 
and overall just provide projectile cover.

**********************
GAMMA / Grenade Toss L
**********************

Type: Shot
Direction: Downward
Crossover Combination Hyper Combo: Grenade Launcher

.---------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Recovery  |
|      |        |         |        | (assist) | (partner) |
+=========================================================+
| 1    | 117000 | 41      | --     | 116      | 86        |
'---------------------------------------------------------'

Special Properties:
.--------------------.
| SPINNING KNOCKDOWN |
'--------------------'

For the Gamma assist, Chris will step beside the partner character and perform 
his Grenade Toss L.  This can be useful for quick anti-air cover for a 
character.  Since Chris must hop out then place the explosive, this action will 
leave him open to counter attacks if the other character is not already 
attacking the opponent.

 __    
/ _\   
\ \    
_\ \ _______________________
\__/ P E C I A L  M O V E S \__________________________________________________
-------------------------------------------------------------------------------

*******************
Combination Punch L
*******************

Command: D, DB, B + L / 2, 1, 4 + L

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 2    | 104000 | 10      | 2(15)3 | 21       | -1        | -2         |
'----------------------------------------------------------------------'

  *********
  Body Blow
  *********

  Command: L (during Combination Punch L)

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 50000  | 12      | 3      | 26       | -3        | -4         |
'----------------------------------------------------------------------'

  **********
  Heavy Blow
  ********** 

  Command: M (during Body Blow)

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 60000  | 13      | 3      | 30       | -5        | -6         |
'----------------------------------------------------------------------'

  ******
  Payoff
  ******

  Command: H (during Heavy Blow)

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 3    |        | 15      | 3(18)3 | 21       | --        | -3         |
|      |        |         | (17)4  |          |           |            |
'----------------------------------------------------------------------'

Special Properties:
.-------------.
| WALL BOUNCE | <-- For Payoff final hit
'-------------'

Chris steps forward with two quick punches.  By tapping the L, M, and H buttons 
with precise timing, he will perform follow up attacks for a full 7 hit 
combination of punches that will end with a straight punch that bounces the 
opponent into the wall.  He yells "One, Two, Body Check, Here's Another, Eat 
this, You're finished!" for the full sequence, though some of the phrases will 
be cancelled during the full combination.  The timing of the additional hits is 
as follows.

  --> Body Blow

  Tap the L button right as the second punch hits or directly after Chris yells 
  "two".  Chris will not fully finish saying "two" if the Body Blow is inputted 
  correctly.

  --> Heavy Blow

  Tap the M button as the third punch (body blow) hits the opponent.  Chris 
  will not fully finish saying "Body Check" if the Heavy Blow is inputted 
  correctly.

  --> Payoff

  Tap the H button directly after tapping the M button.  The H press must be 
  timed the moment the Heavy Blow hit connects with the opponent.  If you here 
  Chris yell "Here's another" then Chris has failed to get the full combination
  out.  Chris will not yell out the phrase from the Heavy Blow portion of the 
  attack if the Payoff is inputted successfully.  This portion of the 
  combination is the easiest to miss.  If you are missing it then you're most 
  likely not pressing H fast enough following the M press.

Randomly tapping L, M and H during Combination Punch L will sometimes help out 
in getting the full combination out, but the H press at the end is very strict 
in its timing.  If you tap the buttons, you're most likely just to get out the 
Body Blow and Heavy Blow and miss the Payoff.

As already mentioned, Chris will perform a straight punch that will bounce an 
opponent into the wall at the other side of the screen after the Payoff.  If 
Chris has the opponent in the corner, he can juggle with additional basic 
attacks such as an H into a stun rod or a simple S press or even the 
flamethrower.  From a distance, Chris can shoot the opponent with Gun Fire M or 
Gun Fire H while the opponent falls.

Even though the Payoff portion does wall bounce, the opponent will immediately 
recover once hitting the ground after the straight punch.  A player can juggle 
an opponent after the wall bounce by hitting the opponent with a Gun Fire H 
after the Payoff.  If Chris has the opponent in a corner, he can juggle with a 
flamethrower, S or stun rod attack also.

It's very easy to mess up on the additional hits of Combination Punch L and 
leave Chris open in the process and also if the opponent blocks the full 
combination, Chris will be left wide open to a counterattack during his 
recovery.  The full combo does take off a good bit of block damage so the 
opponent is likely to push Chris off with advance guarding however.

Combination Punch L can be cancelled into a hyper combo at any time once it is 
started.  Chris can cancel into a grenade launcher hyper combo and connect it 
all if the cancel is done immediately after the heavy blow portion of the 
attack.

*******************
Combination Punch M
*******************

Command: D, DB, B + M / 2, 1, 4 + M

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 2    | 122000 | 10      | 2(24)3 | 22       | --        | -3         |
'----------------------------------------------------------------------'

  ************
  Magnum Combo
  ************

  Command: H (during Combination Punch M)

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 150000 | 22      | --     | 34       | --        | -12        |
'----------------------------------------------------------------------'

Special Properties:
.-------------.
| WALL BOUNCE | <-- For Magnum Combo final hit
'-------------'

Chris steps forward with a punch then performs a straight punch forward.  The 
straight punch is the exact same hit that Chris performs at the end of the 
Payoff in Combination Punch L, but it will not wall bounce by itself.  Chris 
can perform an additional magnum shot after the straight punch to wall bunch 
the opponent.

  --> Magnum Combo

  Press the H button just a bit after the straight punch hits the opponent.  
  Press it right after Chris yells "two".  The timing is tricky at first, but 
  it's not that hard to get the hang of the magnum shot once you see the 
  precise time to hit H.  Tapping the H button from the get go really does no 
  good here - you'll just get the magnum shot with luck sometimes.  Tapping the
  H button at about the right time to perform this attack can help at times, 
  but nothing beats knowing the exact timing.  If you press the H button too 
  late after the second punch, Chris will sometimes miss with the magnum shot.

The Magnum Combo input will always be needed to follow up this special move 
sequence with any type of juggle after the second punch.  Just like after any 
Gun Fire H, Chris can cancel the magnum shot into his level 3 Linear Launcher.

Just like with Combination Punch L, Chris can cancel any portion of Combination 
Punch M into a hyper combo.  One really good thing about hyper combo canceling 
with this combination punch is that the delay in the second punch makes it very 
easy.  Since the opponent will remain stunned after the first hit, Chris can 
easily cancel into a Grenade Launcher or Sweep Combo hyper combo and have it 
all connect after the first punch.

*******************
Combination Punch H
*******************

Command: D, DB, B + H / 2, 1, 4 + H

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 2    | 131000 | 10      | 2(16)2 | 41       | --        | -20        |
'----------------------------------------------------------------------'

Special Properties:
.----------------.
| HARD KNOCKDOWN |
'----------------'

Chris steps in with a punch followed by a backhand with the same arm.  This is 
the only Combination Punch sequence without any type of extra button taps that 
can follow the two punches.  Chris will only perform two hits for this 
sequence.  The best part about Combination Punch H is that it knocks the 
opponent to the ground for a hard knockdown.  Chris can follow up Combination 
Punch H with any of his handgun shots or his level 3 linear launcher.

Like all the other Combination Punches, H can be cancelled into a hyper combo 
also.  The timing is a bit harder since the move is only two hits and they are 
both quick however.

**************
Grenade Toss L
**************

Command: F, D, DF + L / 6, 2, 3 + L

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 130000 | 17      | --     | 28       | --        | -7         |
'----------------------------------------------------------------------'

Special Properties:
.--------------------.
| SPINNING KNOCKDOWN |
'--------------------'

Chris yells "Suck it" then lays down a proximity bomb in front of him.  The 
proximity bomb will explode if the opponent steps or jumps into it.  The 
opponent will be knocked into the air a bit then will recover once hitting the 
ground.  Chris can also detonate the proximity bomb himself by hitting it with 
a crouching L or any of his handgun attacks.

Grenade Toss L is Chris' main source of anti-air defense when he doesn't have a 
good assist that will cover him.  The proximity bomb will only cover the area 
directly in front of Chris however.  If an opponent gets hit by the bomb while 
jumping into Chris, the opponent can be juggled with a stun rod attack followed 
by additional juggle hits such as an S knock up.

**************
Grenade Toss M
**************

Command: F, D, DF + M / 6, 2, 3 + M

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 150000 | 20      | --     | 25       | --        | --         |
'----------------------------------------------------------------------'

Special Properties:
.--------------------.
| SPINNING KNOCKDOWN |
'--------------------'

Chris yells "Suck on this" and tosses a green hand grenade toward his opponent. 
The grenade will explode on the third bounce and hit the opponent once and 
knock them down.  The opponent will instantly recover after hitting the ground. 
Like with grenade toss L, the opponent will be knocked into the air for a bit, 
so it is possible to juggle with a stun rod hit from close range.

Out of Grenade Toss M and Grenade Toss H, Grenade Toss M is thrown just a bit 
faster, but it doesn't go as far as Grenade Toss H.  Chris can use his handgun 
shots to make a grenade explode faster by shooting it.  One good way to 
detonate a hand grenade is through Chris' jumping handgun shot (down + H in the 
air) since it will hit the grenade directly after tossing it if Chris jumps 
straight up and performs the shot.  A Prone Position handgun shot is another 
really good way to hit a grenade easily.

**************
Grenade Toss H
**************

Command: F, D, DF + H / 6, 2, 3 + H

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1+5  | 130000 | 25      | --     | 26       | --        | --         |
|      | +61300 |         |        |          |           |            |
'----------------------------------------------------------------------'

Special Properties:
.--------------------.
| SPINNING KNOCKDOWN | <-- During explosive hit (first hit)
'--------------------'

Chris yells "Fire in the hole" and tosses a red incendiary grenade toward his 
opponent.  The grenade will explode after the fifth bounce and will make a 
small fire on the ground.  If the opponent is hit by the explosion, the 
opponent will fly into the air and will most likely land on the fire and be 
juggled by it.  The fire will not often juggle for all hits unless multiple 
incendiaries are thrown.  The fire will remain on the ground for about three 
second.

Just like the other grenades, the incendiary grenade can be detonated earlier 
by shooting it.  Chris' air handgun (down + H) and his Prone Position handgun 
shots will easily detonate a grenade with little effort.  One good way to 
detonate Grenade Toss H early is by quickly shooting with Gun Fire M.  The 
flame will help to shield Chris from a jumping opponent from mid range.

**********
Gun Fire L
**********

Command: D, DF, F + L / 2, 3, 6 + L

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 10   | 133400 | 25      | --     | 30       | +7        | +6         |
'----------------------------------------------------------------------'

Special Properties:
.---------------. .------------.
| AIR OR GROUND | | LARGE STUN |
'---------------' '------------'

Chris takes out his Ithaca shotgun and fires a shot forward.  This move can be 
done on the ground or in the air.  The spread of the blast covers about 50% of 
the area in front of Chris.  From close range, the spread will hit a total of 
10 times.

From the air, this shot has good priority over most other attacks.  The timing 
for doing this move properly during a normal jump can be tricky however since 
it must be done at the precise peak of a jump or Chris will simply take out the 
shotgun and never shoot before he lands.

Once the shotgun blast hits an opponent, the stun that takes place will last 
long enough for Chris to follow it up with close range attacks and hyper 
combos.  If any portion of the shotgun blast hits the opponent from any range, 
a player can immediately cancel into the grenade launcher hyper combo to link 
it because of the lengthy stun.

On the flip side, since this move already hits quite a few times, the damage 
rate will decrease significantly to where most other attacks will not take off 
much at all.  Basically, a full shot + grenade launcher hyper combo will take 
off about 25% less than hitting an opponent with only the grenade launcher 
hyper combo portion.

**********
Gun Fire M
**********

Command: D, DF, F + M / 2, 3, 6 + M

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 8    | 120900 | 25      | 13     | 22       | +1        | 0          |
'----------------------------------------------------------------------'

Special Properties:
.---------------. .-----.
| AIR OR GROUND | | OTG | <-- Air version only
'---------------' '-----'

Chris takes out his machine gun and yells "Open fire" then shoots forward with 
an 8 hit blast of bullets.  The machine gun can be shot in the air or on the 
ground.  This move does some decent block damage and can help to pin an 
opponent down from long range when Chris starts tossing grenades.  Unlike the 
Gun Fire H, this move will hit a ducking opponent and unlike the Gun Fire L, 
this move hits full screen.

The air version of this move does some good damage to an opponent if the blast 
hits directly from the air.  The blast causes a rain of bullets on the opponent 
as Chris falls, so the opponent is less likely to receive full damage from this 
move when compared to Chris' other air Gun Fires.

Gun Fire M is also a good way to set off grenades after tossing them with 
Grenade Toss M or Grenade Toss H.  Perform a Gun Fire M immediately after 
tossing either of the grenades and Chris will shoot them as they fall.

**********
Gun Fire H
**********

Command: D, DF, F + H / 2, 3, 6 + H

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 150000 | 22      | --     | 34       | --        | -12        |
'----------------------------------------------------------------------'

Special Properties:
.---------------. 
| AIR OR GROUND | 
'---------------' 
.-------------.                     .---------------.
| WALL BOUNCE | <-- Ground version  | GROUND BOUNCE | <-- Air version
'-------------'                     '---------------'

Chris takes out his S&W M29 Magnum and aims the gun forward with both hands 
then shouts "Eat lead" and fires a shot.  Like the other Gun Fire's this move 
can be done in the air or on the ground.  Both versions of the attack are 
equally just as useful.  Gun Fire H is by far Chris' most useful projectile. It 
takes some really good damage per hit and it's just a single shot.  The magnum 
shot will cause an instant wall bounce on the opponent when it hits so Chris 
can hit the opponent with any of his handgun shots or cancel the Gun Fire H 
into his level 3 Satellite Laser.

The ground version of Gun Fire H will cause a wall bounce and the air version 
will cause a ground bounce.  This gunshot can actually be chained together with 
the air and ground version.  A player can hit an opponent with jumping Gun Fire 
H to bounce them on the ground then immediately hit the opponent with a ground 
Gun Fire H after landing to wall bounce the opponent.  After the wall bounce, a 
player can hit the opponent with another jumping Gun Fire H to get a three hit 
combo that is quite damaging!

Gun Fire H will beat many other projectiles that it is shot against.  Gun Fire 
H will pierce through an opponent and hit an assist whether the opponent is 
blocking or not.  The move can actually be used to target weak assists if they 
are expected or if an opponent ever tries to spam them from long distance.  The 
main flaw with this Gun Fire is that Chris will only hit high with each ground 
shot, so an opponent can duck the attack.

The air version of this attack can be just as deadly.  The air version is 
actually better than the ground version since it can hit an opponent more 
precisely.  Air Gun Fire H can knock an opponent off the ground after a 
knockdown or wall bounce and set them up for a stun rod hit into a juggle 
sequence.  Air Gun Fire H is actually Chris' best air move overall.

**************
Prone Position
**************

Command: D, D + H / 2, 2 + H

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| N/A  | --     | 27      | --     | --       | --        | --         |
'----------------------------------------------------------------------'

  **********
  Prone Shot
  **********

  Command: H (during Prone Position)

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 1    | 90000  | --      | --     | --       | --        |            |
'----------------------------------------------------------------------'

Special Properties:
.-------------.
| CHIP DAMAGE | <-- Prone Shot
'-------------'

Chris will lie face down on the ground and look up then point his handgun 
toward his opponent when he goes prone.  While in prone stance, many 
projectiles and even supers will pass right over Chris' head.  Chris can fire 
off shots from his handgun by tapping the H button while he is prone.  Each 
shot will take block damage if guarded against.  Chris can also call out assist 
while in prone position.  To cancel prone position tap or hold up.

Prone Position is great defense against players that try to spam him with 
projectiles from a distance.  A player can simply enter prone position then 
fire Chris' handgun at the opponent to make the other player come to him.  The 
bad part about prone status is that Chris is wide open to any attack that will 
hit him while in this stance - mainly air attacks.  He cannot guard while in 
prone position.

Chris can call out assist while in Prone Position.  A beam assist or a 
projectile assist can help to back him while Chris is on the ground and then he 
can shoot with handgun to protect the assist.


  /\  /\
 / /_/ /
/ __  / _____________________
\/ /_/  Y P E R  C O M B O S \_________________________________________________
-------------------------------------------------------------------------------

****************
Grenade Launcher
****************

Command: D, DF, F + ATK / 2, 3, 6 + ATK

.----------------------------------------------------------------------.
| Hits | Damage | Startup | Active | Recovery | Advantage | Advantage  |
|      |        |         |        |          | on Hit    | if Guarded |
+======================================================================+
| 4    | 343700 | 15+4    | 111    | 36       | --        | --         |
'----------------------------------------------------------------------'

Special Properties:
.--------------------.
| SPINNING KNOCKDOWN |
'--------------------'

Chris takes out his grenade launcher and yells out "Loading grenade, Open fire" 
right before he starts shooting grenade rounds.  Chris will shoot a total of 
four grenade rounds.  He will shoot a nitrogen directly in front of him then 
shoot an explosive round up into the air afterwards.  After shooting the 
explosive round, he will shoot a flame round and an electric round.

For a level 1 hyper combo, this hyper combo is quite damaging if the full 
combination of grenade rounds all hit.  They usually take around 35% health per 
character.  If the nitrogen rounds hits a standing opponent, the rest of the 
grenade rounds will be a guaranteed hit.  The nitrogen round will trap any 
opponent that is on the ground in a block of ice whether it be main player or 
assist.  The nitrogen round must hit a standing opponent that is on the ground 
in order to trap though.  If the nitrogen round hits a character that is in the 
air, it will not trap the character - the character will simply fall and 
recover while Chris continues shooting and will have the option to block the 
rest of the grenade rounds.

So long as the nitrogen encases a character in ice, the rest of the grenade 
rounds will hit.  This hyper combo can beat most normal projectiles in the game 
if the opponent performs a normal projectile move at the same time.  The 
explosive round that Chris shoots up into the air will often hit an opponent 
that tries to counter during the grenade launcher shots, but there are ways to 
overcome this, such as performing a hyper combo that makes the opponent 
invincible for a few frames - such as Spencer's Bionic Lancer.

This hyper combo can be performed to simply take away block damage, but it's 
risky on some characters since some can counter the grenades with their own 
hyper combo.  So long as Chris shoots the explosive round into the air, the 
explosive round will counter any normal move and many hyper combos however.

Since the final hit causes the opponent to spin before falling to the ground, a 
player can juggle the opponent with extra hits.  From long range, a player can 
shoot the opponent with a Gun Fire H and from close range (corner), the usual 
juggle with a stun rod or standing S can be done.

***********
Sweep Combo
***********

Command: F, DF, F + ATK / 6, 2, 3 + ATK

.-------------------------------------------------------------------------.
| Hits | Damage | Startup |  Active   | Recovery | Advantage | Advantage  |
|      |        |         |           |          | on Hit    | if Guarded |
+=========================================================================+
| 22   | 290400 | 10+2    |  4(10)3   | 53       | --        | --         |
|      |        |         | (27)8(27) |          |           |            |
|      |        |         |  17(20)7  |          |           |            |
|      |        |         |  (43)20   |          |           |            |
'-------------------------------------------------------------------------'

Chris slashes with his knife, swings forward with his stun rod, fires a quick 
shot of his Ithaca shotgun, fires with his machine gun, shoots with his M29 
magnum then fires his rocket launcher at his opponent.  The character is 
juggled throughout the entire combination of attacks.

A character can be juggled in the air after a wall bounce or spinning knockdown 
with this hyper combo from close range so long as either of the first two hits 
connect (machete or stun rod).  If this super is performed after a ground 
bounce, the stun rod hit will not bounce the opponent high enough and the rest 
of the hits will not connect.

Chris' Sweep Combo is his easiest hyper combo to cancel into from many of his 
moves.  A player can combo into a Grenade Toss L then perform a sweep combo as 
the opponent flies back from the proximity bomb explosion and the full hyper 
combo will connect.

***************
Satellite Laser
***************

Command: D, DB, B + ATK / 2, 1, 4 + ATK

.-----------------------------------------------------------------------.
| Hits | Damage | Startup  | Active | Recovery | Advantage | Advantage  |
|      |        |          |        |          | on Hit    | if Guarded |
+=======================================================================+
| 27   | 445500 |  35+1    | 37     | 43       | --        | --         |
|      |        | (Lock On |        |          |           |            |
|      |        |   14)    |        |          |           |            |
'-----------------------------------------------------------------------'

Special Properties:
.-----.
| OTG |
'-----'

Chris takes out a satellite laser gun and aims at his opponent.  A targeting 
cursor will appear on the screen and a player will have to tap the H button to 
fire the launcher.  The opponent can be juggled with three shots form the laser 
so long as Chris hits them fast enough.  Each of the three laser hits will 
knock the opponent to the ground.

The cursor of the laser gun will fall right on Chris if the opponent is on the 
ground.  If the opponent is in the air, the cursor will lock on to the opponent 
once it appears.

Here is a rundown of the way to control the cursor's positioning after 
performing the hyper combo:

  --> Hold L

  Cursor appears in front of Chris (near him)

  --> Hold M

  Cursor appears mid-screen (middle of the screen)

  --> Hold H

  Cursor appears at the other end of the screen away from Chris (far side of 
  screen)

  --> Do nothing and opponent on ground

  Cursor appears on Chris

  --> Opponent is in the air

  Cursor appears right where the opponent is at while they are in the air when 
  the hyper combo was performed.

Since this is a level 3 super, it is not subject to damage scaling, which means 
that all of its hits will not be reduced in damage when it is added to a combo. 
Since the satellite laser will hit a grounded opponent, this move can be 
cancelled into after a ground Gun Fire H or a Combination Punch H in order to 
juggle an opponent afterwards.  Both of the attacks leave an opponent on the 
ground for a while, so Chris can juggle the opponent with laser shots.

Chris is invincible during the opening frames of the satellite laser hyper 
combo.  While he takes out the laser cannon up to the point until the cursor 
appears on the screen, a player cannot hit him with most attacks.  Knowing this 
can really pay off if you have an opponent that is right on top of your Chris 
and the opponent will NOT back off.  A player could perform the satellite laser 
hyper combo then hit any extremely aggressive opponent or assist that happens 
to be on the screen.

Chris can be grabbed with any type of grab hyper combo during the startup of 
his satellite laser however.  Hyper combo such as Haggar's level 3 grab and 
Tron's grab will grab him even during the satellite laser startup.


===============================================================================
                                    _______                              [CS00]
                                   |_____  |
                                    _____| |
                                   |_____  |
                                    _____| |
                                   |_______|
                      C O M B O S  &  S T R A T E G I E S
===============================================================================
   ___ 
  / __\
 / /   
/ /___ __________
\____/ O M B O S \_____________________________________________________________
-------------------------------------------------------------------------------

***********************************
NORMAL COMBOS WITHOUT A HYPER COMBO
***********************************

01) Air Gun Fire H, Gun Fire H, Air Gun Fire H

If the opponent is hit with an Air Gun Fire H as Chris is about to hit the 
ground, he can juggle them with a ground Gun Fire H to wall bounce the opponent 
then hit the opponent with one final Air Gun Fire H or any other of his attacks 
that can hit off the ground, such as Forward + M, Down + M, etc.

02) c.L, c.M, s.H, Stun Rod, SUPER JUMP, Air M, Air M, Air H, Air Gun Fire H, 
    LAND, Stun Rod, S, Air M, Air M, Air H, Air S, LAND, JUMP, Air Gun Fire H

Video: http://youtu.be/tfdWvK-iQbk (by trag13)

This combo shows off the bread and butter of how Chris can juggle from the air 
with his Air Gun Fire H.  The moment the air magnum is performed, it will knock 
the opponent to the ground and bounce them off the ground.  When Chris lands, 
he can juggle the opponent with a stun rod hit then knock the opponent back up 
with an S attack.  After finishing another full air combo, he can juggle the 
opponent one more time with an Air Gun Fire H or a player can substitute in a 
Down + H handgun fire.

03) c.L, c.M, s.H, Stun Rod, SUPER JUMP, Air M, Air M, Air H, Air S, LAND, 
    JUMP, Air Gun Fire H, Stun Rod, S, Air M, Air M, Air H, Air S, LAND, Air 
    Gun Fire H

The combo above is basically the same as the last combo except that Chris 
knocks the opponent to the ground at the first combo with an Air S instead of 
an Air Gun Fire H.  After the first Air S, allow Chris to hit the ground then 
jump back into the air and perform an Air Gun Fire H then perform the usual 
juggle with the stun rod then knock the opponent back into the air.  Like 
before, the combo can end with an Air Gun Fire H or a Down + H.

I mainly wanted to list this combo just to show that a Chris player doesn't 
need the Air Gun Fire H as part of the air combo to knock an opponent back into 
the air.

04) c.L, c.M, s.H, Stun Rod, Grenade Toss L, Sweep Combo

This combo is very simple, but it is one of few that uses a Grenade Toss L 
along with a Sweep Combo.

**************
LEVEL 3 COMBOS
**************

01) Gun Fire H, Level 3 Satellite Laser

If you know for a fact that a Gun Fire H is going to hit your opponent, you can 
instantly cancel it into Chris' level 3 hyper combo at any time and the 
opponent cannot escape it if you're quick enough.  The Gun Fire H is good at 
catching an opponent off guard, so why not add more insult to injury!

02) Air Gun Fire H, Gun Fire H, Level 3 Satellite Laser

This combo is basically just a slight extension of the one above.  If you hit 
an opponent with an Air Gun Fire H then quickly juggle them with a ground Gun 
Fire H as Chris hits the ground then cancel into his level 3 hyper combo.

03) c.L, c.M, s.H, Stun Rod, Combination Punch M, Grenade Launcher, Gun Fire H, 
    Level 3 Satellite Laser

During the Combination Punch M, cancel into the Grenade Launcher hyper combo 
before the second punch connects and Chris will hit the opponent with the full 
Grenade Launcher hyper combo.  While the opponent is falling back, time a Gun 
Fire H to juggle the opponent and wall bounce them then immediately cancel into 
Chris' Level 3 Satellite Laser.

04) c.L, c.M, s.H, Stun Rod, Combination Punch L, Body Blow (L), Heavy Blow 
    (H), Grenade Launcher, Gun Fire H, Level 3 Satellite Laser

Instead of performing a Combination Punch M, a player can perform a Combination 
Punch L followed by a Body Blow and Heavy Blow then immediately cancel into the 
Grenade Launcher hyper combo right as the Heavy Blow hits.  Using the 
Combination Punch L followed by the Body Blow and Heavy Blow makes the Grenade 
Launcher much harder to cancel into however.

05) c.L, c.M, s.H, Stun Rod, Combination Punch H, Level 3 Satellite Laser

This combo is the easiest way to cancel into a level 3 Satellite Laser from a 
ground combo.  Since the opponent will instantly hit the ground after the 
Combination Punch H and won't be able to recover for a few seconds, Chris can 
easily hit them with his level 3 hyper combo.

*************
CORNER COMBOS
*************

01) [in corner] c.L, c.M, s.H, Stun Rod, Combination Punch L, Body Blow, Heavy 
    Blow, Payoff, Flamethrower, Sweep Combo

The juggle sequence above is one my own personal made up combo sequences for 
fitting a flamethrower into a juggle without an X-Factor cancel.

02) [in corner] c.L, c.M, s.H, Stun Rod, Combination Punch L, Body Blow, Heavy 
    Blow, Payoff, s.H, Stun Rod, S, Air M, Air M, Air H, Air S, Air Gun Fire H,
    Gun Fire H, Level 3 Satellite Laser

Video: http://youtu.be/btlG2ju35FM (by trag13)

This corner combo is a good showcase of how a player can juggle with a 
Combination Punch H and then perform Chris' level 3 Satellite Laser afterwards. 
The Combination Punch H will always hit the opponent for a hard knockdown so 
long as the second punch of the Combination Punch H connects.

03) c.L, c.M, s.H, Stun Rod, Combination Punch M, Magnum Combo, Air Gun Fire H,
    Stun Rod, S, Air M, Air M, Air H, Air S, Air Gun Fire H

Video: http://youtu.be/tJjK8pv3afM (by trag13)

04) [in corner] Throw, s.L, c.M, s.H, Stun Rod, Combination Punch H, Sweep 
    Combo

Video: http://youtu.be/PJDSsRZUDu0 (by trag13)

This combo has some very strict timing with the standing L.  You really have to 
get the feel of the timing for standing L after the throw in order to do this 
all the time.  A c.L can be used to start this combo sequence up also - it 
doesn't have to be a s.L.

 __    
/ _\   
\ \    
_\ \ __________________
\__/ T R A T E G I E S \_______________________________________________________
-------------------------------------------------------------------------------

STRATEGIES

****************
CHRIS BEST POKES
****************

The following is a list of the best ways to open up an opponent up for a combo:

Crouching L [close range]
Crouching M [mid range]
Stun Rod (forward + H) [close or mid range]
Air Gun Fire H

Chris' crouching M and Air Gun Fire H will be your main tools for opening an 
opponent up for damage.  The crouching L is best used from extreme close range 
and the stun rod can be good for anti-air defense.  The stun rod covers the 
most area out of all of Chris' ground attacks so it can hit an opponent the 
easiest, but it also has the most recovery frames out of all of his ground 
attacks listed above, so it's easier for an opponent to counter.

The Air Gun Fire H can be good to sneak in at just about any time when jumping 
forward or backward.  Of course, you don't want to do it constantly though.

***************************
ASSISTS THAT CAN HELP CHRIS
***************************

- Anti-Air Cover

Dormammu's Purification
Dante's Jam Session
Super Skrull's Tenderizer

Dante's Jam Session is the best anti-air assist that I have found for Chris. 
It's so instant and the distance of the beam goes quite far.  Dormammu's 
Purification has the greatest distance, but it takes longer to start up.

- Projectile Cover

Iron Man's Unibeam
Storm's Whirlwind
Ametarasu's Cold Star
Hulk's Gamma Wave
Thor's Mighty Spark
Sentinel's Sentinel Force
Arthur's Dagger Toss

- Get an Opponent Off (Off Me)

Tron's Gustaff Fire
Haggar's Lariat
Hsien-Ko's Senpu Bu (w/super armor)
Shuma Gorath's Mystic Ray

Hsien-Ko's Senpu Bu with added super armor is the best way to get any opponent 
off of Chris no matter what he the attacker is currently doing.  Since she will 
have super armor, she can withstand anything, BUT she will still receive all 
the damage.

*************************
DETONATING GRENADES EARLY
*************************

The following basic attacks and special moves can be used to detonate grenades 
early after Chris throws one.

Forward + M
Down + H
Down + H [air]
Prone Shot
Gun Fire L
Gun Fire M (shoot directly after tossing a grenade)
Air Gun Fire H

**************************************************
CHRIS VERSUS CHRIS - ANTI GRENADE THROW DETONATION
**************************************************

One interesting note to make about a mirror match of Chris versus Chris is that 
each Chris player can easily detonate the opposing Chris' projectiles early.  
If a Chris lays down a proximity bomb with grenade toss L, the other Chris can 
shoot the proximity bomb and detonate it instantly.  The same goes for all of 
Chris' grenade tosses.

************************************
CHRIS' PRONE POSITION AND PRONE SHOT
************************************

It's so very easy to forget about Chris' prone position since the move doesn't 
have that many instances where a player can use it, but when fighting a player 
that constantly spams projectiles from a distance, it can really come in handy. 
Against an Iron Man player that constantly spams unibeam or proton cannon, 
Prone Position will easily make him come to you.

Chris is sort of anti-Chris in a way since his Prone Position and Prone Shot 
are good for ducking his own barrage of projectile attacks.  Just watch out for 
that Grenade Launcher hyper combo!

*******************************
CHRIS IS A SUPER METER BUILDER!
*******************************

A Chris player will often build super through Chris' normal attacks and special 
move projectile attacks while using him, so it's really best to have Chris as 
your first character.  Chris really needs no hyper combos except for a rare 
level 1 attack, so he can easily build super for the rest of your team or he 
can build super for an attempt at his level 3 satellite launcher or a Crossover 
Combination once he is almost exhausted from battle.

************************************
LEVEL 3 SATELLITE LASER FROM NOWHERE
************************************

If you're ever up against an extremely aggressive player that will not back, 
especially one that keeps calling in assist to pin Chris down, you can try to 
perform Chris' level 3 satellite laser as the opponent starts up the aggressive 
attacking.  Chris is invincible to most attacks during the opening frames of 
the satellite laser, so any attack that tries to make contact with him as he 
starts this attack will not hit.

If you time the satellite laser just right against an aggressive opponent that 
tries to pin you down with assist, you can get both the opponent and an assist 
caught in the level 3 hyper combo.  The satellite laser opening frames are even 
invincible to usually unstoppable attacks such as Captain America's hyper 
charging starts.

The only attack that has priority of Chris' satellite laser opening frames is a 
grab.  Haggar's level 3 grab or Tron's hyper combo grab will grab Chris out of 
the startup animation for his level 3 hyper combo.

*****************************************
CROSSOVER COMBINATION AFTER DOWN + H SHOT
*****************************************

Anytime right after a down + H OTG ground shot, Chris can chain into a 
crossover combination (Partner 1 + Partner 2) if his hyper combo will be his 
grenade launcher during the crossover combination. Choosing either Beta (Gun 
Fire M) or Gamma (Grenade Toss L) assists will make Chris perform his Grenade 
Launcher hyper combo during a crossover combination.

Picking a team that performs beam supers during a crossover combination will 
make the crossover combination take off tons of damage after a simple down + H 
OTG.  Chris will hit an opponent in the air after the down + H with his 
nitrogen round from the grenade and this will hold the opponent in the air long 
enough for the rest of the team hyper combos to hit along with Chris' grenade 
rounds.

c.L, c.M, s.H, Stun Rod, S, Air M, Air M, Air H, Air S, Air Gun Fire H, Stun 
Rod, S, Air M, Air M, Air H, Air S, Down + H, CROSSOVER COMBINATION (P1 + P2) 

A team such as Chris, Storm and Dormammu is just one example of a team that can 
hit well during a crossover combination.  Basically, any character that will 
perform a projectile hyper combo will help out.

===============================================================================
                                   _     _                               [MI00]
                                  | |   | |
                                  | |___| |
                                  |_____  |
                                        | |
                                        |_|
                               M I S S I O N S
===============================================================================
        
  /\/\  
 /    \ 
/ /\/\ \ ______________
\/    \/ I S S I O N S \_______________________________________________________
-------------------------------------------------------------------------------

**********
Mission 01
**********

Attack using Gun Fire.

> Gun Fire H                (D, DF, F + H)

Perform a ground Gun Fire H.  This is one of the most useful moves for Chris so 
you definitely need to familiarize yourself with this attack.

**********
Mission 02
**********

Attack using Combination Punch.

> Combination Punch H       (D, DB, B + H)

Perform a Combination Punch H.

**********
Mission 03
**********

Chain together two special moves.

> Air Gun Fire H            (D, DF, F + H [in air])
> Combination Punch H       (D, DB, B + H)

Jump and perform a Gun Fire H at the peak of the jump to knock the opponent 
down then quickly perform a Combination Punch H to juggle the opponent after 
the ground bounce.

**********
Mission 04
**********

Perform a combo using a cancel.

> Air S
> Crouching L
> Crouching M
> Standing H
> Combination Punch H       (D, DB, B + H)

Jump and hit the opponent with an S attack while in the air then hit with a 
crouching L and M attack and chain into a standing H.  After the H attack hits, 
immediately cancel the attack into a Combination Punch H.

**********
Mission 05
**********

Perform a combo using an air combo.

> Air S
> Crouching L
> Crouching M
> S
> Air M
> Air M
> Air H
> Air S

Jump and hit the opponent with an S attack while in the air then duck and hit 
the opponent with a crouching L and M attack and chain into an S attack.  The S 
attack can be done while either still crouching or while standing.  Hold up to 
super jump and follow the opponent into the air after the S attack knock up.  
While in the air next to the opponent perform an M, M, H, S attack chain to 
finish the air combo.

**********
Mission 06
**********

Perform a combo with a hyper combo cancel.

> Crouching L
> Crouching M
> Standing H
> Stun Rod                  (Forward + H)
> Combination Punch L       (D, DB, B + L)
> Sweep Combo               (F, D, DF + ATK)

Hit the opponent with a crouching L and M attack then chain into a standing H 
and quickly tap Forward + H to perform Chris' stun rod attack immediately 
following the standing H.  During the stun rod attack, perform Chris' 
Combination Punch L.  Cancel the Combination Punch L into Chris' Sweep Combo 
hyper combo to finish the mission.  In order to properly cancel the Combination 
Punch L into the Sweep Combo, the F, D, DF motion must be done after or during 
the first hook or right as the second hook connects.

This is one of Chris' more useful missions since it involves his main 
combination that a player will want to use with him.  The starting hits - c.L, 
c.M, s.H and stun rod are the most used combo starters for him from close 
range.

**********
Mission 07
**********

Perform a combo with a ground bounce.

> Crouching L
> Crouching M
> S
> Air M
> Air M
> Air H
> Air Gun Fire H            (D, DF, F + H [in air])
> Stun Rod                  (Forward + H)
> S
> Air M
> Air H
> Air S

Hit the opponent with a crouching L and M attack then chain into an S attack to 
knock the opponent into the air.  Jump into the air and perform two M attacks 
followed by an H attack then perform a Gun Fire H to knock the opponent to the 
ground. If the Gun Fire H hits, the opponent will be knocked to the ground and 
will bounce off the ground as Chris lands.  While Chris is back on the ground, 
immediately perform his stun rod attack (Forward + H) then chain that attack 
into an S attack to knock the opponent back into the air again.  Leap into the 
air and hit the opponent with a quick M, H, and S attack combination to finish 
the mission.

The only tricky part of this mission is the timing with the Air Gun Fire H. If 
you perform the Gun Fire H too quickly after pressing H, the Gun Fire H will 
cancel the H attack and it will not hit.  Be sure to pause slightly after the H 
attack then perform the Gun Fire H in order to make the H knife slash hit.  On 
the flip side, you want to do the Gun Fire H input fast enough so that it hits 
before Chris falls too much during the air combo, so performing the Gun Fire H 
late can be just as much of a problem.

This is one of Chris' better missions since it shows how he can ground bounce 
during an air combo with his Gun Fire H and then juggle the opponent with a 
stun rod attack after the ground bounce.  Attack combinations such as this play 
a big role in Chris' gameplay.

**********
Mission 08
**********

Perform a combo using X-Factor (corner only).

> Crouching L
> Crouching M
> Standing H
> Stun Rod                  (Forward + H)
> Combination Punch M       (D, DB, B + M)
> Magnum Combo              (H during Combination Punch M)
> X-Factor                  (L + M + H + S)
> Flamethrower              (Back + hold H)
> Sweep Combo               (F, D, DF + ATK)

This combo starts off with the usual combination that was first seen in Mission 
6.  Etch this combination into your head and learn to perform it well!

Make sure that your opponent is in the corner first of all.  Start by hitting 
the opponent with a crouching L and crouching M attack then chain into a 
standing H and stun rod (Forward + H) attack.  Cancel the stun rod attack into 
a Combination Punch M.  Tap the H button during the Combination Punch M to 
perform the magnum combo where Chris will basically cancel into a standing Gun 
Fire H.  Right when the Magnum Combo connects, immediately cancel it with X-
Factor (L + M + H + S) then juggle the opponent with the flamethrower.  While 
Chris keeps the opponent in the air with the flamethrower, cancel the 
flamethrower into a Sweep Combo hyper combo to finish the mission.

Here's some explanations of the troubled areas for this mission:

1) To cancel the Combination Punch M into the magnum combo, a player must tap H 
right AFTER the second punch of the attack.  The correct timing is just a 
little bit after the second attack, not RIGHT after it.  To perform it more 
consistently, start tapping H after the second hit and keep tapping it until 
the Magnum Combo activates.

2) Cancel into X-Factor right as Chris shoots the opponent with the Magnum 
Combo.  Make sure that you don't activate X-Factor before the hit connects 
since X-Factor can easily cancel the hit of the Magnum Combo if it is done too 
quickly.

* If you accidentally activate X-Factor without doing the Magnum Combo or mess 
up in any way then tap Back + Start/Select + Start to restart the mission to 
avoid having to wait for X-Factor to wear off.

3) Immediately hold back and hold H to juggle the opponent with the 
flamethrower after the X-factor cancel.  Remember that Chris will keep the 
flamethrower activated the longer that H is held down.

4) Cancel into the Sweep Combo while the flamethrower is still juggling the 
opponent.  The best way to do this on a joypad is to assign L + M + H to one 
shoulder button then quickly do the F, DF, F motion then tap that shoulder 
button while still holding H for the flamethrower.  On a joystick, a player 
should be able to do enter the command then tap two buttons for the Sweep Combo 
input rather easily.

**********
Mission 09
**********

Perform a combo with a crossover assist (corner only).

> Crouching L
> Crouching M
> S
> Air M
> Air M
> Air H
> Air S
> Partner 2 (Wesker)
> Air Gun Fire H            (D, DF, F + H [in air])
> S
> Air M
> Air H
> Air S

First of all, make sure that the opponent is in the corner for this mission. 
Hit the opponent with a crouching L and M attack then chain into an S attack 
knock up.  Jump and follow the opponent into the air then hit the opponent with 
a M, M, H, S combination while in the air.  Once Chris hits the ground, 
immediately call in the partner then jump straight up and perform his Gun Fire 
H in the air.  The Gun Fire H will hit first then Wesker will ram the opponent 
then juggle the opponent with his knee.  Right after the knee juggle, hit the 
opponent with an S attack to knock him back into the air.  Jump into the air 
hit the opponent with an M, H, S combination of attacks to finish the mission.

Here's some explanations of the troubled areas for this mission:

1) Right after the first S knock up, jump straight up to follow the opponent 
into the air.  DO NOT jump toward the opponent or Chris will not be able to 
easily juggle him with the Air Gun Fire H upon hitting the ground.

2) Hold the Partner 2 assist button from the beginning and release the assist 
button right when Chris hits the ground after the Air S to call in Wesker much 
easier.  Failing to release the Partner 2 button right when Chris hits the 
ground will result in the assist (Wesker) knocking the opponent too far in the 
air with his knee and make the S knockup not connect properly.

3) When Chris hits ground, jump straight up after calling in Wesker and perform 
an Air Gun Fire H at the peak of the jump.  Chris must leap into the air 
DIRECTLY after landing in order for the Gun Fire H to hit from the air.

4) Chris should be able to knock the opponent back into air right with an S 
attack after Wesker juggles the opponent with his knee attack.  Chris should be 
close enough.  Simply jump into the air and perform the M, H, S combination to 
complete the mission.

**********
Mission 10
**********

Perform a special combo (corner only).

> Crouching L
> Crouching M
> Standing H
> Stun Rod                  (Forward + H)
> Combination Punch L       (D, DB, B + L)
> Body Blow                 (L during Combination Punch L)
> Heavy Blow                (M during Body Blow)
> Grenade Launcher          (D, DF, F + ATK)
> S
> Air M
> Air M
> Air H
> Air S

Make sure that the opponent is in the corner for this mission.  Hit the 
opponent with a crouching L and M attack then chain into a standing H followed 
by a stun rod attack (Forward + H).  After the stun rod hit, cancel into a 
Combination Punch L then perform a Body Blow (L during Combination Punch L) and 
a Heavy Blow (M during Body Blow) and cancel into Chris' Grenade Launcher hyper 
combo immediately following the Heavy Blow.  As the opponent falls from the 
Grenade Launcher hyper combo, hit the falling opponent with an S attack to 
knock him up.  Jump into the air after the S attack then hit the opponent with 
the usual M, M, H, S attacks to finish the air combo and complete the mission.

Here's some explanations of the troubled areas for this mission:

1) The L press for the Body Blow hit must be tapped right as Chris hits the 
opponent with the second punch of Combination Punch L.  Right when Chris yells 
"Two!" tap the L button.

2) The M press for the Heavy blow hit must be tapped as the Body Blow hit 
connects.  Basically right after the L tap, press M.

3) The Grenade Launcher must be activated RIGHT AFTER the Heavy Blow.  The 
moment Chris performs the Heavy Blow, the Grenade Launcher must be cancelled 
into or the hyper combo will not connect.

4) The S attack knock up needs to be performed as the opponent is falling from 
the final (fourth) hit of the grenade launcher.  The S attack will be the 13th 
hit in the combo.  The timing of the S attack is the hardest part in this 
mission.  It must hit as the opponent is about to hit the ground.  If Chris 
hits the opponent too fast then he will knock the opponent too far up and will 
not be able to jump high enough to finish the combination.  Basically, you 
can't tap the S button after the Grenade Launcher hyper combo, the press must 
be timed so that it hits the opponent RIGHT before he hits the ground.

===============================================================================
                                    _______                              [LC00]
                                   |  _____|
                                   | |_____
                                   |_____  |
                                    _____| |
                                   |_______|
                         L I N K S  &  C L O S I N G
===============================================================================
   __  
  / /  
 / /   
/ /___ ________
\____/ I N K S \_______________________________________________________________
-------------------------------------------------------------------------------

********************
Frame Data Tutorials
********************

--> How to Read and Use Frame Data (Part 1) by OneHandedTerror

http://youtu.be/rCwWa6GOUUU

--> How to Read and Use Frame Data (Part 2) by OneHandedTerror

http://youtu.be/nmipAe4A3c4


*************
Shoryuken.com
*************

www.shoryuken.com

--> Chris Forum for Marvel vs Capcom 3 on Shoryuken.com

http://shoryuken.com/f357/


*********
Eventhubs
*********

www.eventhubs.com

--> Chris Forum for Marvel vs Capcom 3 on Eventhubs

http://forums.eventhubs.com/viewforum.php?f=60


************************************************
Marvel vs Capcom 3 Chris Redfield Reveal Trailer
************************************************

Video url: http://youtu.be/Zrt0c3112x8


*******************************
Level Up Series Youtube Channel
*******************************

Video url: http://www.youtube.com/user/levelupseries


***************************************
Chris Players from Level Up Tournaments
***************************************

--> WNF: Friday Edition 4/22/2011 - MVC 3 Ranbat 3.2 - Part 1

Video url: http://youtu.be/W6jMbwrXDTA

LLND

12:10

27:20


--> WNF: Friday Edition 4/22/2011 - MVC 3 Ranbat 3.2 - Part 2

Video url: http://youtu.be/0JckKtBHsGU

LLND

17:19

31:30


--> Wednesday Night Fights Season 2 Finale Part 1 of 3

http://youtu.be/fbFtfSETIC0

Gunit Ver1.0

20:10


--> Wednesday Night Fights Season 2 Finale Part 2 of 3

http://youtu.be/Gd_tjDolwP8

NickWu

15:30

Andrew

30:30

--> Wednesday Night Fights Season 2 Finale Part 3 of 3

http://youtu.be/8rPheuITol0

AZ

35:59


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\____/ L O S I N G \___________________________________________________________
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*********
COPYRIGHT
*********

This document Copyright 2011 Kevin Hall (Berserker)

Marvel vs Capcom 3 Copyright 20011 Capcom Inc.

This document is for private and personal use only.  Do not try to sell this 
document for profit.  This is a free document and should remain free.  Do not 
try to reproduce this document in any way, shape, or form.  Do not alter this 
FAQ in any way.  Use of this guide on any other web site, besides the sites 
that have contacted me, or as a part of any public display is strictly 
prohibited, and a violation of copyright.

If you want to use this FAQ on your site, then contact me for permission first. 
This FAQ can only be found on a few sites as of now and I am keeping a list of 
those sites.  Contact me if you want to use it.

**************
SPECIAL THANKS
**************

- my parents.

- SBAllen and Ceej from GameFAQs, Stephen from IGN FAQs, Chris and Peter from 
  Cheat Happens, Dennis from Supercheats and the Neoseeker FAQ staff for 
  always accepting my guides.

- http://network-science.de/ascii/ for the ASCII art.

- KaneWallace (Jerecaine) for getting me motivated to write this guide.  And 
  for sending me an instant message after he reads this.

***************
VERSION HISTORY
***************

Version 1.0 - (5/16/11) - Finished the guide.  I'll add MUCH more to this guide 
as the days go by and might reformat it - it's literally based off formatting 
from my Dead Space guide for now.  The combo and strategies sections are also 
kind of weak, so I'll pump them up a bit also.


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
.,                                                                           ,.
\ '.            - -     http://berserkersblog.blogspot.com     - -         .' /
 '. '.          - - http://www.youtube.com/user/BerserkerSTARS - -       .' .'
   '. '.           ___    __  __  __    __  __          __  __         .' .'
     '.|          / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\        |.'
  ..,            /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//           ,..
 ( \ '.         / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \         .' / )
 '. \  '..      \_____/\__/\/ \_/\__/\__/\/ \_/\/  \/\__/\/ \_/      ..'  / .'
  '. \/\  '.                                                       .'  /\/ .'
    '.  \/\/'                                                     '\/\/  .'
      '.....'      T E A R   T H R O U G H   T H E   G A M E!     '.....'
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

     
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