Boulder Punching 101 - Chris Redfield Thread The Director's cut

Corner only combos:
Magnum, level 3.
Any combo into his :m: BP>Magnum or :h: BP.
The best one solo is:
:l:,:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:>:h: (just frame follow-ups),:h: BP, level 3 868,200
I think you should be able to do Stun Rod before :h: BP, but I when I tried it the BP kept whiffing.

I tried X-Factoring everything, no luck comboing into lvl 3 at mid screen.

It does that. For some reason half the time it would go off screen near the corner, but you can always move the reticule slightly, :h: BP gives you enough time to do that.

Tested that Spencer assist (upward Slant Shot). It would be amazing, but the hitstun scaling screws everything up :sad:. Even basic :l:,:m:,:h:,:f:+:h:,:s:, air :m:,:m:,:h:,:s:, :a1:, :d:+:h:, assist connects Sweep Combo only works as a juggle (half of the Sweep combo gets blocked on a standing opponent).

Assist combo: :l:,:m:,:h:,:f:+:h:,:s:, air :m:,:m:,:h:,:s:, :a1:, :d:+:h: assist connects, Grenade Launcher, Sweep Combo (yep, they link into each other in the corner) does 758,800.

:l:,:m:,:h:,:f:+:h:,:s:, air :m:,:m:,:h:,:s:, :a1:, :d:+:h: assist connects :h: BP (ANYTHING before BP will not allow BP to connect, damn you hitstun scaling!!!), level 3 886,700. Yeah, this one is pretty useless.

Is it just me or is the timing on Chris’s combination punch extremely strict?

I feel like I’m missing something because I can only do the full L M H follow-up like one out of 20 times…

Yeah, it is quite strict. Hit L when he says TWO, and then hit M, and H, in a quick succession, basically magic series. The interval between M and H is smaller than between L and M. I have more trouble landing the M BP follow-up though.

I slightly improved that corner combo by adding Stun Rod (quite tricky) and changing :m: to :d:+:m:.
:d:+:l:,:d:+:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:>:h: (just frame follow-ups), :f:+:h:, :h: BP, level 3 888,100 damage.

Started looking for mid screen combos, haven’t found anything better than one shown in the Missions yet. :d:+:l:,:d:+:m: ,:h:,:f:+:h:,:s:,:m:,:m:,:h:, Air Magnum,:f:+:h: , :s: (relaunch),:m:,:m:,:h:,:s:. Does only 457,600 damage but it builds slightly more than one bar.

Turns out you can also combo off Air Magnum. Closer to the corner, Air Magnum,:f:+:h:,:s:,:m:,:m:,:h:,:s:,:a1: (EM Disruptor),:d:+:h:,assist connects :s:,:m:,:m:,:h:,:s:,:d:+:h: did 597,100. Doing Sweep Combo after the relaunch is impossible due to hitstun scaling :sad:, but hey, meterless combo.

Mid screen (it pretty much puts the opponent in the corner) Air Magnum,:f:+:h:,:s:,:m:,:m:,:h:,:s:,:a1: (Spencer’s upward Slant Shot),:d:+:h:assist connects, Genade Launcher :s:,:m: did 662,900, couldn’t combo anything after the last :m: in the air.

Now some high damage assist combos.

:d:+:l:,:d:+:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:>:h: (just frame follow-ups), :f:+:h:, :h: BP, :a1: (Spencer’s upward Slant Shot), :m: BP> Magnum follow-up, level 3 did 944,500 damage.

Air Magnum allows to perform the following: Air Magnum, :f:+:h:,:s:,:m:, :m:, :h:,:s:,:a1: (Spencer’s upward Slant Shot),:d:+:h:assist connects, :m: BP> Magnum follow-up, level 3 did 996,800.

P.S. Shame Capcom didn’t give Boulder Punches priority over Tron’s Bandit Boulder.

Wow, you’ve been busy carpark, can’t wait to see all these combos in action.

I could care less about chris’s combos. I want to know how good his keepaway is. How badly will his lack of anti air fuck him over.

I do appreciate the combos though. I’ll def try them out when i get the game

Well, his keepaway is solid. I prefer him over Deadpool, because Chris hits hard without using his powerbar. Sure Deadpool can hitconfirm his Guns special into Hyper, but Chris can do as much doing Magnum>Air Magnum (277,000 I think). By the way, I messed aruond with projectile priority a bit, and Chris is good. His Machinegun beats single fireballs, and his Magnum beats most projectiles (it even beats Storm’s ultra buffed Whirwind). The obvious exception is Arthur, but he pays a huge price for it with his lack of dash, and terrible stamina. Interestingly enough Hsien-ko’s Gong, barely reflects Machinegun (bullets don’t reflect far). So you can use it pretty much without any fear.

The only thing I hate is Chris’s air Machinegun, you have to superjump to get more than 2 hits :mad:.

Do lazers flat out beat his stuff though?

How would Deadpool’s trigger happy be as a AAA for Chris?

Magnum doesn’t lose.

I’ve had magnum go through Trish projectile + Sword Spin Hyper + Doom Rocks and hit both of them.

Don’t even use that move. It’s throwaway.

Which one? Magnum?

Someone posted about the jumping machine gun…

It’s real bad. the other two are so much better. Shotgun is godlike.

It does lose, against pretty much anything Arthur has and Round Harvest has proprity over ANY normal projectile in the game (at least I still haven’t found anything that beats it). It has really long startup, so try hitting her after the flash, it will not work. Trish’s Round Harvest even beats a few hypers, including Dormammu’s Stalking Flare. Also Chris’s Machinegun beats Deadpool’s L guns clean (3 hits), M guns will trade though.

Messed around with Spencer’s assist some more. If you ever happen to be sitting on 5 bars (:cool:) try doing :d:+:l:,:d:+:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:> (just frame follow-ups, don’t do :h: follow-up), cancel 4th Boulder Punch hit into Grenade Launcher, :h: BP (yes you can juggle with this after Grenade Launcher), :a1: (Spencer’s upward Slant Shot),:d:+:h:assist connects, Grenade Launcher, :h: BP, level 3, this combo does 1,186,400.

A 4 bar “alternative” Air Magnum, :f:+:h:,:s:,:m:, :m:, :h:,:s:,:a1: (Spencer’s upward Slant Shot),:d:+:h:assist connects, Grenade Launcher, :h: BP, level 3, it did 1,177,800. Both are overkill, but they look cool as hell, the second one also works mid screen.

I don’t really like Spencer as a chracter, so tried Wesker and his Jaguar Kick. Most practical combos were:

At mid screen: :d:+:l:,:d:+:m:,:h:,:f:+:h:, :s:, :m:, :m:, :h:, :s:, :a1: (Weskers Jaguar Kick):d:+:h:assist connects, Flamethrower, does 499,300 not much damage, but it builds almost 1,5 bars.

Closer to the corner: :d:+:l:,:d:+:m:,:h:,:f:+:h:, :m: BP> Magnum follow-up :s:, :m:, :m:, :h:, :s:, :a1: (Weskers Jaguar Kick):d:+:h:assist connects, Flamethrower 554,000.

Closer to the corner :d:+:l:,:d:+:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:> , Grenade Launcher, :h: BP, :a1: (Weskers Jaguar Kick):d:+:h:assist connects, Sweep Combo does 777,300.

4 bars, :d:+:l:,:d:+:m:,:h:,:f:+:h:,:l: Boulder Punch>:l:>:m:> , Grenade Launcher, :h: BP, :a1: (Weskers Jaguar Kick),:d:+:h:assist connects, :h: BP, level 3 1,050,000.

This is all I wanted to hear, naturally its still early but if you can already see a solid keep away developing thats good enough for me at this point. Only 2 more days and I will finally be able to watch some competent chris play.

@Heroic_Legacy: Wow, sounds like the magnum has ridiculous priority, I guess thats why they refused to make it fire horizontally since it seems he would have been impossible to approach if it did.

I 100% agree with you Carpark. I was messing with Spencer the other day as well and came up with those combos almost verbatim…but I also just don’t like the guy as a character. On the combos that end in flamethrower you can cancel that to grenade launcher super and if you’re in the corner do another flamethrower afterward. Uses 1 bar, builds nearly 2 bars.

And I think I mentioned it earlier, but if you’re in lvl 1 xfacter try to tack flamethrower on to the end of a combo and it’ll do about 300k extra damage.

This all sounds nice. Hopefully his lack of anti air won’t kill his potential. Also can somebody test weskers low assist and overhead jump shotty to see if it’s unblockable. I might try some rushdown chris to catch people off guard. Kind of like ssf4 guile

His flamethrower has more potential then most people think, even the chip on it is good.

i like chris. alot. hes sexy. just wish this game had capcom, hed make a great pointman

This may have already been posted but found a really good combo for Chris in the corner.

2L>2M>H>6H>S>j.M>j.M>j.H>j.S>6M>Chun Beta Assist>Relaunch, Sweep Combo, or Flamethrower.

Played this game for the first time this weekend and had Chris on my team just about every match I played. He’s definitely fun but I feel like his keepaway, while decent, is severely lacking in comparison to other characters’. Unless you really like Chris specifically, there doesn’t seem to be much of a reason to pick him over other keepaway savvy characters.

Regardless, I’m gonna keep using him.