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

And I feel Ryu works well Chris, they have the DHC synergy, like Ryu’s BnB into Sweep combo because Ryu don’t have any ground-bounce in his combo, so you can do a Air Shinku hadoken into sweep combo, and Ryu can dhc into any of Chris’ DHC as it’s pretty universal, Ryu’s Shoryu has few invincibility frames, can be used for any throw in Chris’ combo’s as it doesn’t scale damage, 500k+ damage from any throw is pretty ridicilous. SRK can be also used as a ghetto get off me move, or anti-air and if it hit’s you can superjump up, M, M, H, Air Magnum > followup with the rest of the combo. Ryu’s overhead + Chris’ smg/landmine is also a combo for Ryu, Also getting Grenade launcher in the corner can be DHC’d into Ryu’s Level 3 Shoryuken, don’t know the 3rd person yet, was thinking about Iron-man, Dormammu.
I feel there is so much potential between Chris and Ryu, when I get my game back from my friend I can test some more stuff.

Also a thing I discovered awhile back, when you’re in XF3 with Chris, you can jump shotgun all-day long they cant move because you recover so fast and you get so much +frame advantage, the only way they get out is adv guard you, and that brings you ALL the way back of the screen for you to get chip anyways, so if you want someone to get off you, just j. shotgun all-day till he adv guards you and then you can throw fire nades if they super jump they land right on it

and if you hit with shotgun, you can combo shotgun after shotgun till they are dead

Actually, I messed up there. That should’ve been a neutral jump instead of the back jump I got. Then I tried making up for it with an air throw.

Although it requires you to be near the corner, the combo I do is pretty consistent and does about 910k+ and pays for itself(whole combo builds 2 bars). While it does work on mostly everyone, the fatter characters(MODOK, tron, hulk) cannot be followed up after grenade launcher. It doesn’t work on iron man for some strange reason(perhaps he falls faster than everyone?).

I feel comfortable with both Haggar and Task. Just gotta focus on Chris for a while.

In order to org with machine gun, I have to tiger knee motion the move right?

What are some follow ups after a succesful smg otg?

When is a good time to setup mines or grenades?

And which combo is that? Did you do it in any of your match videos?

EDIT: I think I saw it. It’s the one you did on Combofiend’s She-Hulk using Hsien and Ammy’s assists and then DHCing into Hsien, right? Good shit.

Perfect example of what I’m talking about happened in your matches against Wentinel (sp). 1st time you went for qcf+M you had an input error, that’s okay because I still do that sometimes. 2nd time it looked like you did it perfect but they teched-out before the Standing H (that’s the most common issue and I’ll get more into that). 3rd time you nailed it and opted for the Aerial Combo.

That 2nd time is what I’m focusing on: the opponent randomly teching when it looks like you did it just as you’ve always done to get the combo. Most people would say “you should’ve done it faster” but it looked good enough and that would confirm how stingy it is. Again, this is not me bagging on you this is just what I mean whenever I say I don’t like using that OTG move because I think the follow-ups are iffy. If I ever went for OTG jump qcf+M I would follow with S instead of H,S. I feel S has a better success ratio but it’s hard to pin down if it really is better because like I said: sometimes they tech out and you’re not sure why because you swear you did it as you’ve always had.

that wasn’t random at all it happened because the first hit in the combo was a landmine so the entire combo was a juggle so hitstun deterioration kicked in when he went for the relaunch.

btw llnd, you made really good use of your landmines, i can’t count how many times the opponent got hit by a landmine. your choice in landmine placement was too good i had to keep rewinding the footage to see when you placed them.

I see, so there are certain situations where you can’t even use it because of hitstun scaling. Makes me wonder if it works after Lariat assist.

Yeah, fuck that combo. It pusses-up the moment you start with anything other than Crouching M or maybe even Jumping S.

WINBACK, the combo LLND used (with Air machine gun otg) is best used (after testing with various combo starters) after a Light and medium grenade (directly into S or Forward H into S), Crouching M combo string, Standing and forward H, or Jumping S or H (into Crouching M combo string) works. Should you use Light attacks or other jump in attacks, you need to time the machine gun otg precisely to hit once. Although all in all, it is best to time the machine gun oth to hit once, and launch as soon as you land (or add Standing H before S).

After second re launch, just mash quickly the magic air series, since any small gap will make them auto tech (complete WTF moment when I tested it). Then you can end the combo with OTG enders of Choice (preferably Grenade hyper to Sweep combo).

A nice trick to land with more time to otg during a long juggle is to let them fly longer before starting the air combo and doing it quick instead of doing the air combo slowly which would let them tech.

The second air series after OTG smg will work if you input it fast enough. Also don’t launch and wait before you begin your air series, I have had a lot more success by starting up the chain as early as possible.

The smg is very tricky. You have to hit the training room hard to find out how many hits you can land before the air series following OTG smg will no longer work.

I use Haggar and Task, so if anyone else uses these guys here are some guidelines:

Works after-
Any normals ground chain into first air series
Any explosives into C, S
Jumping guns (shotgun, smg (lol), magnum)
Task arrows confirmed into ground chain
Haggar Lariat into S

If you try to add any more moves before launching following Haggar’s Lariat, they will reset after the smg hits. With explosives, any more hits other than C, S will cause them to reset out of your second air chain.

Carpark had M.Grenade + Lariat into grenade launcher in one of his videos posted earlier on. Credit to him for getting it out so early and helping my team out immensely.

Always try to tailor your combos to permit a smg relaunch. Saving your ground bounce and adding on that flamethrower into sweep combo following Launcher super adds a significant amount of damage and lets you keep Chris in to continue corner pressure.

My combo pays for itself, and does 950k damage. Any combo that can one touch kill wolverine is seriously helpful, because I can’t risk giving him two chances.

I am wondering on how you guys end the second launch (via Machine gun otg). For me, after the second air magic series, I use Spencer Slant Shot (to make them stand up literally) for Grenade Hyper in the face into flamethrower xx Sweep Combo. If I do it correctly, starting via Crouch M string, I do a total damage of 920k my magic air series are M H S for more damage (damage scalling is very high in this game :o).

^If you have meter to burn (And I mean burn) you can do everything up until the Grenade Launcher hyper, then :h: Boulder Punch xx Level 3.

Damn. Good stuff.

i have a couple of enders that i use depending on the situation:
-if i have two assists available and need to kill a full high health character and need to get chris out- pistol otg, haggar’s lariat, grenade m, grenade launcher, akuma’s tatsu, flamethrower, sweep combo, and dhc
-if i start the combo with no meter and need to get chris out- pistol otg, akuma’s tatsu or haggar’s lariat, flamethrower, sweep combo, dhc
-if i want to use only one meter- pistol otg, akuma’s tatsu, standing magnum, otg magnum, standing magnum, otg pistol, haggar’s lariat, grenade m, grenade launcher, flamethrower, into throw reset
-if i don’t want to use any meter- pistol otg, akuma’s tatsu, standing magnum, otg magnum, standing magnum, otg pistol, haggar’s lariat, standing magnum, otg pistol reset or flamethrower after lariat into reset
-if i began the combo with 2 meters and want to show off- pistol otg, haggar’s lariat, grenade m, grenade launcher, akuma’s tatsu, standing magnum, magnum otg, boulder punch H, satellite laser

these are combos i end with and can do all the time after many hours of practice. there are more that require tighter timing or links that i don’t bother with. and i have some more that i can’t think of right now that are situational. some i even just keep to myself so i can blow people’s minds the first time they see it. i even have a triple grenade launcher into sweep combo combo but it doesn’t build much meter and just isn’t practical.

i play with my chris first so he almost always have access to at least one assist and i almost never go for a relaunch combo if i know the opponent is already cornered as relaunch combos are usually the reason chris’s combos fail. after understanding this games combo system more and more i can generally freestyle my combos during a match nowadays.

has anyone tested extensively to see of chris can DHC glitch of off Sweep Combo since it is somewhat cinematic?

I’ve tried, but I’ve never been able to do it.

This combo looks too good to be true (so badass to be true), but I guess abusing Hard knockdowns is the way to go :D.

Oh and AceKillah, DHC glitch only works if the opponent is caught in a special “get hit” animation (like being thrown), getting ground bounced does not count. Thats why none of Chris hypers will activate the DHC glitch (unless the players find a new way to break this game more).

Edit:

This combo may only be proved useful if I have lots of meter and Hulk just happened to fall into one of my mines. Very situational, but can be one nice happy match ending. Just thinking about the damage makes it worth giving it a shot if you are facing the final character / anchor of the team.

abc stun rod > m. boulder punch > magnum follow up > bc stunrod > launcher > jump back > air. bbcs > call dante + grenade launcher hyper > call akuma, dash forward, m. grenade, delay .5 seconds, grenade launcher hyper > flame thrower > sweep combo. (corner only)

3 meters = 1.16m dmg… can/will post video when I have time aka finals are over >.<.

thanks to LLND for showing me that grenade hyper otg’s and its synergies with certain characters. gl in next WNF.

I have to say. I’m dissapointed that Capcom named it Combination punch instead of Boulder Punch.

I’m just upset they didn’t name the followups “Straight” “Hook” and “Haymaker” just like RE5