Chris's moveset consists of using a variety of weapons, including, but not limited to: Magnums, Flamethrowers, Shotguns, and Rocket Launchers, making him a very versatile keep-away character. His close-combat lacks range, but is compensated by power. He also can special cancel many of his moves.
With his heavy arsenal of firearms and explosives, Chris plays well as a keep-away character. His dependable sub-machine gun can keep characters at a distance, while the shotgun stuns the opponent in addition to inflicting damage, leaving them vulnerable to combos. In particular, it is easy to perform the Grenade Launcher Hyper Combo off of his sub-machine gun attack. Chris' mines can serve as traps to catch brash rushdown characters off guard, as can his incendiary grenades. One main weakness of Chris is his lack of anti-air attacks. He has a hard time defending against opponents who focus on overhead aerial assault, so characters with anti-air assists are highly recommended.
Changes to the health system have hurt Chris, where in Ultimate, he had over above average health. In Infinite, Chris is now in the 10,000 health tier which is just average.