It's All or Nothing! - Chris Redfield Combo Thread

I need a new aircombo to rocket launcher (lvl3).

In vanilla, I used to do aircombo to S, jump OTG magnum, QCB+H xx rocket launcher, but now they flip out in the middle of the QCB+H. What’s a good midscreen replacement for Ultimate?

So the air magnum to heavy boulder punch still works in the corner, you just have to jump back for the magnum to space it so the first hit of the move wiffs as the second still causes a hard knockdown. Otherwise, you’re stuck with air-magnum>magnum>super

Hey I’m a new umvc3 player, and I can’t seem to get chris’s j.236M to work after j.S. Do you have any advice.

Well the way I normally got it out was to input the command before I reached the apex of the jump, so it would be as I am jumping, I would input the 236 M command. Comes with practice though =[

I’d just like to point out that you really should dash twice after the first Boulder Punch. Otherwise you risk the chance of cancelling your dash into cr.H too early which will make the launcher miss after f.H.

I just only read this and the reason why you can’t connect QCF+M is that for one, you have to input it right after you jump, the timing is quite tight. Secondly, you won’t be able to follow up your QCF+M because the Machinegun doesn’t OTG. Try using the Magnum (QCF+H) instead! =D

Machine gun absolutely does OTG.

Well, don’t I look foolish! Guess you learn something new everyday. You can tell I don’t play Chris half as much as I should. =P

Although I still don’t know why you would want to use air Machinegun from a regular jump toward, because it’ll only hit two out of eight bullets (give or take). So the damage is negligable compared to the Magnum.

Using the machine gun instead of magnum preserves the ground bounce. If you an OTG magnum it at the end of a combo, you can get one flamethrower in there by yourself or two with an assist. Big damage, big meter.

Hey, what combo to you guys recommend into Chris’ level 3? Right now I’m using…

cr. L, cr. M. st. H, Stun Rod, S, air M, air M, air H, air S, land, air Gun Fire (H) xx Gun Fire (H) xx Satellite Laser

I think I saw it on a stream… is there a better option?

This is fine, of course you can mix it up based on your assists.

Want to put up this combo as an example:

w/ Doom Missiles, midscreen combo
j.S /\ d. B, C, f. C, S /\ B, B, C, S /\ (call Doom) j. QCF+B /\ S /\ B, B, C, S /\ (missiles OTG), Flamethrower, S /\ S, QCF+C /\ FlamethrowerxxSweep Combo

Does a bit less than 750k and with 2 flamethrowers builds a good amount of meter.

After using Chris/Frank/Spencer (AKA Team Chuck Greene/Everyman) for quite some time:

w/ Spencer Wire Grapple (Slant)

#1 (Reliable)
[Midscreen] cr. M, st. H, f. H, S, j. M, j. M, j. H, air Magnum, f. H, S, j. M j. M, j. H, (slight delay) j. S, (dash), (call Spencer), cr. H , Grenade Launcher

Try to time the Grenade Launcher to where the ice grenade hits as Spencer stands the opponent up.
{Optional: Time a well-placed Magnum for a wall-bounce after the last grenade hits, and super jump back for an air Magnum finish for style points.}

#2 (Reliable with Extreme Prejudice)
[Corner] cr. M, st. H, f. H, S, j. M, j. M, j. H, air Magnum, f. H, S, j. M j. M, j. H, (slight delay) j. S , (call Spencer), cr. H, Flamethrower xx Grenade Launcher, Flamethrower xx Sweep Combo

Similar to Combo #1, time the flamethrower so it hits as Spencer stands the opponent up And when the last super grenade hits, time the Flamethrower to get as many hits as possible, and then cancel into Sweep Combo.
{Optional: If you have meter left do a Snap Back. Or you can lay down a mine and do a mix-up.}

w/ Spencer Wire Grapple (Slant) and Chris Boulder Punch H

Bonus (Quick Lvl4 Frank)
[Corner] Chris: cr. M, st. H, f. H, S, j. M, j. M, j. H, air Magnum, f. H, S, j. M, j. M, j. H, (slight delay) j. S , (call Spencer), cr. H, Flamethrower xx S, j. H, Up or Down TAC, Frank: (Frank Air Combo of your choice), (call Chris), Snapshot, Snapshot xx Survival Techniques

On the Flamethrower portion, you need to get many hits in while waiting for Spencer to leave the screen so you can do the sneaky TAC. And as for the Snapshots, try to time the first one where the OTG connects with JUST the 2nd hit of Boulder Punch H for the Hard Knockdown otherwise the rest of the combo will fail due to hitstun deterioration.

Can’t really get the damages in due to making this post at 1:00 AM.

Well…mostly I was inspired by GcYoshi13’s videos.

i’m surprised no one came up with this combo with slant assist:

end almost any combo in a hard knockdown without using a ground bounce in the corner, otg pistol with slant grapple assist, flamethrower, boulder bunch H 1 hit, grenade launcher super,walk back a step, flamethrower, s, super jump straight up air s, air magnum coming down, flamethrower, sweep combo super!

does over 1 million starting from ZERO meter because of the 3 flamethrowers!

if your good at doing s,air s, air gunfire m or h coming down like i am then this should be an easy combo. if not then i highly recommend all hardcore chris players get good at it by doing it over and over in training mode.

This part’s giving me problems. What’s the timing to get this down consistently? Also, I’ve noticed that I’m hitting it more consistently when I’m about one character away from the opponent. Is spacing a factor in this combo?

This is clever. Going to hit the lab with this.

if you’re talking about the magnum coming then you’re correct to be more precise it is very character dependent. characters with a wide hitbox on the ground are alot easier to hit point blank. generally everyone can be hit about a character’s distance. that is why i mentioned to take a step back after the grenade launcher (this also helps with flamethrower timing)

there’s a little quirk with the ice grenade and it’s freezing effect on a standing opponent after a long combo. i’m sure you’ll see what i’m talking about as you experiment.

I’ve noticed this already and I forgot about it (I was experimenting with something like this earlier.

However, I did manage to come up with a nice combo.

c.M, H, f.H, S -> MMHS, machine gun OTG, H, S, MMHS, c.H + Spencer Assist, Flamethrower xx Combination Punch M, H, Jump Back Magnum, dash, S+Sentinel Drones, super jump S, machine gun OTG, flamethrower xx sweep combo.

Does like 900k and is like 1.8 positive on meter.

It sounds complicated but it’s not really. I’m just bad at explaining it.

Apparently I discovered that Nova’s Centurion Rush assist and Wesker’s Jaguar Dash assist are useful in extending Chris’ combos in the corner if you want an alternate to his best friend Spencer. Though in the case of Wesker’s assist, the 2nd grenade from the Grenade Launcher will hit the opponent right after the 1st grenade so you won’t be able to do Flamethrower xx Sweep Combo or Launcher, however you have the opportunity to lay a mine or shoot them right after the Grenade Launcher to do a mix-up.

[Corner] cr. M, st. H, f. H, S, j. M, j. M, j. H, air Magnum, f. H, S, j. M j. M, j. H, j. S , (call Nova), Grenade Launcher, Flamethrower xx Sweep Combo

To get this to work you have to call Nova and use the Grenade Launcher quickly after. You can tell you’re successful when you don’t see the flash of light Nova emits when he does his Centurion Rush during the super freeze during the start of the Grenade Launcher hyper.

If you’ve preserved the groundbounce, you are likely able to nail the opponent with a magnum ->flamethrower->sweep. If the last shot of the grenade super actually hits last, you’ll get a hard knockdown.