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Marvel vs. Capcom Infinite: Chris Redfield Guide

If you feel like more crazy weapons needed to be brought to the fight before jumping onto Marvel vs. Capcom Infinite, then Chris Redfield is he character for you! Learn the ins and outs of his many weapons and combat foes with both your many firearms and your fists. This guide will help newcomers properly utilize the many items Chris brings with him!

Marvel vs. Capcom Infinite: Chris Redfield Guide

Starting Out

Chris Redfield is a bit of an odd character in a game like this.  Though he does have hand to hand capabilities (he has punched rocks after all!), Chris' main skills lie with his usage of and proficiency with firearms.  Chris brings all sorts of crazy weapons to this all star slugfest, ranging from grenades, to multiple firearm types, and a newcomer may find it hard to make sense of all of Chris' hardware.  Learning the tools he offers is essential for any strategy, and utilizing them well will reward you with victory.  Pairing him with the right partner or stone will also help a lot in this regard, since he's a rather challenging character to use.

Character Type

Chris Redfield is a medium speed mid-range to close range character.  He does best when hammering foes with gunfire from a distance or utilizing short combos when up close.  This is a character that you have to be a bit careful with, because not only does much of his combo potential lie in his weapons or partner switching, but he doesn't do spectacular damage in any way.  The main thing you need to focus on hen playing with Chris is maximizing combo potential whenever you can.  Learning to combo with him is tough, and it may not even seem that rewarding at first, but Chris is a character with a lot of potential for those who play him,and he'll only improve as the game goes on.

Special Moves

Most of Chris' special moves feature his weapons, but there are a few that require him to be closer.  Chris has versatility in that he can use his special moves to quickly make longer combos, though that isn't the case on all of them.  The move Gunfire, done by moving the control stick quarter circle forward and pressing light punch sees Chris shoot the opponent with a damaging shotgun blast that has low combo potential unless you've mastered the art of move cancelling.  The heavy punch version sees Chris shoot the opponent with a hail of machine gun fire.

Marvel vs. Capcom Infinite: Chris Redfield Guide Gunfire is a great move at any range and will do decent damage
Grenade Toss is a move that Chris can use at close or far range depending on the button hit.  Pushing down twice in a row on the control stick and light kick will see Chris set up a landmine in front of him, which can be useful for starting or ending a combo, and also persuading enemies to stay away. The heavy kick version sees Redfield toss a long range incendiary grenade, which can also be thrown at a closer range and paired with the landmine for both greater damage and combo potential.  This is one of the better moves when thinking about combos for Chris, since the set up, if done well, lets you jump in right away on an opponent who can't fight back yet.  This is a move that can be useful to you both from long or close range, which makes it dangerous.

Marvel vs. Capcom Infinite: Chris Redfield Guide The landmine will explode after a short time, so make sure you place it wisely
Combination Punch is a close range fisticuffs move where Chris throws two punches at his opponent and then follow it up with different types of gun attacks depending on the button pressed repeatedly when the player uses quarter circle backwards with either light or heavy punch.  Heavy punch will give you a harder hitting move, and this move can be used to continue into a Hyper Combo for more damage.  This can be used after having sent an opponent into the air so you can catch them on the ground.  It's one of this character's better moves since it's a great combo linker or ender.

Pressing quarter circle forward and heavy kick has Chris whip out his Magnum and fire a round, which consumes one of 3 bullets as indicated by a bullet meter near his Infinity Stone and Hyper Combo meters.  In tandem with this, quarter circle forward and light punch allows him to reload all bullets.  This is very useful, since not having ammo when using Magnum will cause him to reload one bullet before firing,  This can mess up combos and might even allow the opponent to get the jump on you if you aren't quick enough.

Hyper Combos

Chris' first level one Hyper Combo is called Grenade Launcher.  Pressing quarter circle towards the opponent and both punch buttons will have Chris use various elemental guns to begin an assault on the enemy where he freezes them, sets them on fire, electrocutes them, and then finishes off with an explosive round.  This move is typically a combo ending move, but it can be used to further one if you use Active Switch to bring your partner in during it so you can continue the combo with them.  You will know you have done this right if the game gives a dramatic close up on Chris and he says, "Frag ready!"  The second level one Hyper Combo is Sweep Combo, done by tilting the control stick quarter circle towards the opponent and hitting both kick buttons.  Chris calls out, "Maximum firepower," or "It's all or nothing," and will swipe at the opponent twice with a knife before hitting the opponent with a barrage of fire from his shotgun, machine gun, a shot from his magnum, and then he'll end it off by hitting the now airborne opponent with a rocket launcher strike.  This is a move that players will best find useful as an ender, since the move is structured as such that Chris has blasted his opponent out of range of most of his attacks.  This is a great way to end a combo, and the best part is that the two knife strikes don't need to connect for the whole Hyper Combo to follow through.

Marvel vs. Capcom Infinite: Chris Redfield Guide Chris busts out the rocket launcher at the end of Sweep Combo, pushing adversaries away from him
Chris Redfield's level three Hyper Combo is Satellite Laser.  Pressing quarter circle backwards and hitting both kick buttons will give a dynamic lose up of Chris saying, "System online," or, " Satellite Laser fire," followed by the appearance of a large crosshair the player can move around.  move it onto the opponent and press any attack button for Chris to fire a large explosive laser attack up to 3 times.  This can only ever be used as an ender because it takes a bit of time for Chris to set up, and any combo you were making will end when he's done, so be sure you use it when the time is right.  This Hyper has range since you can move the cross hair to follow the opponent, but they won't make it easy for you to hit this.

Marvel vs. Capcom Infinite: Chris Redfield Guide Satellite Laser can hit up to three times

Infinity Stone Choice

Chris favors Infinity Stones that aid him in attacking or getting an opponent where he wants them, so choices like the Space or Reality Stones are good first choices.  Reality can either help him extend combos or ad extra damage when using Reality Storm.  Space will allow him to either ensure the enemy never gets too far away, or if they do, he can use Space Storm to trap them and close in.  Space Stone abilities will also help Chris' combo potential since the opponent will not be able to run away from his landmines or grenades.  This is great for beginners since they will get to unleash Chris' firepower on an opponent who can block, but not escape, and this will help to teach the range on his moves and then things are safe.

Unique Abilities

Chris is a character who has quite a few of these.  Tilting the control stick straight towards the opponent and hitting light punch will activate Stun Rod, which sees Chris go in for a quick shot at the enemy with, well, a stun rod.  This move can be chained into a combo and linked during one, so keep it in mind when performing them.  Tilting the same way but hitting heavy punch will see Chris activate Flamethrower and burn his foe for a decent amount of hits.  This move can be a linker, but it is a very difficult move to do so with and requires knowledge of how to cancel moves in order to do so effectively.

Pressing down down and light or heavy punch has Chris enter Prone Position.  He will lay flat on the ground, and pressing light punch, light kick or heavy kick will have him fire a small pistol shot while pressing heavy punch after entering Prone Position has him perform a close range shoulder tackle.  This can be useful for both dodging projectiles and interrupting the opponent.  unless the opponent has downward aimed projectiles, they'll have to get close and hit Chris with a low attack to know him out of this.

Marvel vs. Capcom Infinite: Chris Redfield Guide Prone Position is a unique ability that can dodge normal fireballs and allows for two extra moves while active
Slide is a great Unique Ability that sees Chris perform a sliding kick that can hit opponents from a little over half screen.  Pressing the control stick diagonally downward and hitting heavy kick will activate this and send the opponent very briefly into the air, but if you're fast enough, you can pull off an air combo if you launch your opponent right after this.  It's a great tool to have, and it's one of Chris' better up close moves.  The last Unique Ability of note is Elbow Drop, done by tilting the control stick down and hitting light punch while you are in the air.  Chris will smash his elbow into the opponent's face, which is useful for continuing combos in the air, but not much else.

Marvel vs. Capcom Infinite: Chris Redfield Guide Slide is a mid range move that Chris can follow up with an air combo if you are fast enough

Conclusion

Chris as a medium speed character with lots of tools at his disposal whether at long, mid, or close range, but the difficulty comes in learning what his moves do so you can make the most of them.  Many of his gun moves don't necessarily link very well but can act as great enders.  His far range and mid range play is much better than his close up play, since he has more to offer with his grenades and firepower.  You'll find that his grenades are a great tool to set things up, but they don't always end up where you may want since the edge of the screen makes them bounce a bit more.  Using mechanics like the Space or Reality Stone will really help in getting used to the range and combo potential that Chris has, and this is important, since Chris players need to learn hat they're doing fast.  Making use of his many weapons is of utmost importance to a player, and learning how to use them correctly is the bread and butter of Chris' game play.  Use Chris if you want to show your opponent that you have no problem bringing a gun to a fist fight, but hone your skills and try to bring your A game with you first!  Chris is rewarding but difficult to use, and his abilities and shortcomings show that.

Was this guide helpful to you?  Did it tell you what you needed to know to begin or could something have been added?  Shoot KeenGamer an email, contact the author, or leave a comment!  Thank you for reading this guide, and see you in the game!
 

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