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

accidental post

Show me an offline match video of you doing this 700k combo three out of three times against a person near your skill level and I will take your advice. In the meantime, I’m sticking to what I know gets decent damage and doesn’t ever have random hitstun-scaling issues:

(from anywhere on the screen)
:d::m:,:h:,:f::h:,:s:,:uf:…(slight delay) :m:,:m:,:h:,:s:…land, OTG jump Magnum (bounces), land,
:f::h:,:s:,:uf:…(slight delay) :h:,:s:…land, call Haggar assist, (slight delay) OTG :d::h:, Haggar assist hits, :b::h:.

Not too hard, good damage, meterless, gains tons of meter. Good timing on the :b::h: at the end can result in even more damage & meter gain. I rarely fuck this combo up for any reason other than the OTG jump Magnum part (explained below). It’s much better than any of the stuff I tried/posted when Marvel 3 was one or two weeks old.

Notes:
—you can also start this combo with :d::l: or even jump-in :s: and then go right into :d::m:,:h:,:f::h:,:s: etc…
—“OTG jump Magnum” will require you to either jump forward, backward, or sometimes even straight-up depending on what your screen position is after you land from the first air combo (ex. if you’re deep in the corner after the first air combo you’ll have to jump backward, OTG Magnum, land, :f::h:,:s: etc…however if you’re far from the corner you’ll have to jump forward, OTG Magnum, land, :f::h:,:s: etc. instead. Knowing which way to jump is key).
—if you have 3 hyper bars and want more damage you can replace the :b::h: at the end with :qcb::h:, OTG :qcb::atk::atk: or even :qcb::h:, X-Factor, :qcb::h:, OTG :qcb::atk::atk:.
—vs Sentinel if you don’t have him in the corner after the first air combo: after landing from OTG jump forward Magnum do not do :f::h: afterwards. Instead simply dash forward and do :s: and then continue the combo as you normally would.
—you can do :d::m:,:h:,:f::h: into X-Factor and then immediately do :d::m:,:h:,:f::h:,:s: and continue the full the combo. LV1 does over 1.3 million damage. Was an easy Sent killer in 1.00.
—don’t bother trying to do :dp::atk::atk: at the end because using OTG jump Magnum in your combos (which bounces) causes the Stun Rod phase of the hyper to not bounce which ruins the entire thing. This is because you’re only allowed one bounce per combo.

I wouldn’t even call this combo “Advanced,” I’d say it’s Intermediate or just Bread & Butter. It takes practice like everything else and never has any hit-stun or strict timing issues.

This isn’t about lack of confidence, it’s about getting damage with minimum risk of an input not being overly stingy or hit-stun scaling randomly causing your opponent to fall out of your combo because you didn’t :m::m::h: faster than usual. I’m pretty sure Dieminion refrains from doing SFIV Guile’s Crouching L into Crouching M not because he lacks the confidence, but because he knows he needs to do what’s reliable and will get him enough damage in a tournament match.

This is a combo thread. People are inclined to sit in training mode all day and grind out high-damaging combos to increase damage and meter gain (which is okay for documentation purposes and I appreciate the effort people have put into this thread), yet whether or not they intend on doing these combos in actual matches/tournaments or consider their practicality is probably not likely. A safe tournament player will say “do your fucking combo” while some person who likes to post and upload combos will say “do the best combo” or worse “do what the Japanese do” (side point).

In a real match I think reliability is more important than damage but that’s just me. It doesn’t mean you can’t make a “reliable, damaging” combo.

Personally I like to go with c.:m: :h::s: sj.:m:slight delay:h:xx air mag, land :f::h: into either relaunch or BP or whatever. I like it because it’s consistent for me, and you don’t have to alter anything for the corner. Taking out a sj.:m: after the initial launch gives you more damage, but you have to delay the :h: slightly to be able to hit :f::h: on landing.

I like this combo, been practicing alot more lately it has a semi-tight timing in it though
Cr. :l::m: S. :h: f+:h: Boulder punch :l::l::l::m::qcf::atk::atk: :s: sj. :m::h::s:

I think you can do a magnum in it and then flamethrower for end.

this combo does easily over 600k+ damage and builds bar like crazy

Medium grenade toss OTGs…

With this info I have found a way to make sweep combo do more dmg by making the machine gun hit only once and whiffing the shotgun… only works if you already did a ground bounce ^^

Video will be up later ^^.

damage does around 710k-760k with 1 hyper combo and an assist.

[media=youtube]o6kN-Wts-9Q]YouTube - [MVC3[/media]
DHC Corner Trick to grenade launcher

Cr. :l::m: S. :h: f+:h::qcf::l::l::l::m::qcf::atk::atk: :s: sj. :m::h::s: J. magnum Dormammu dark hole assist - Flamethrower

630k damage builds 1.5 bar after using your bar for the grenade launcher

Am I correct in thinking that using magnum a magnum before sweep combo is what causes the shotgun blast to whiff?

If yes I know that we can still relaunch in the combo with assists but I’d like to explore options for when I’m a character down. Do we have any options for single assist combos which are more damaging than ground magic > air magic and lead to the assist > flamethrower > hyper finisher?

Working on video guys, I think u’ll like this combo ^^

but for a preview: (requires corner) start combo with jumping magnum, or do a bnb combo into jumping magnum(to take them to corner), then do H boulder punch into knockdown, call an assist that will pick up opponent, ie akuma or chun li, use c. H, throw medium grenade, and use sweep, the stun rod will cause an unrecoverable knockdown, but the grenade will pop them back into the air, the machine gun will only hit 1-3 times, while the shotgun whiffs, causing the rocket launcher and magnum at the end to do more dmg. (dmg varies on how little the machine gun hits).

/end block of text

yes.

[media=youtube]7nvltHZKygI&feature=related[/media] (0:20)

optimal combo is LMH>M punch+magnum follow up>2MH6H>launcher>j.MMHS>otg>flamethrower>5L>sweep combo

Yeah 720k damage combo in the corner with sweep combo ender and only meter is used

look closely it was a machinegun into launcher not magnum into launcher, otherwise the sweep combo wouldn’t fully connect.

:d::l::m::h::f:+:h::s: :m::m::h::s: :d::h::a1: Magnum, Combination punch heavy into sweep combo, 720k damage corner
Trish assist A

Have been in the lab again, this might be a important combo

Chris grab, D+h+shoryuken assist, super jump m,m,h, air magnum f+h S m h s d+h
and the good thing is, the damage doesnt scale after the throw, it does full damage 500k+ just from a grab

Guys will an assist+otg gun > flamethrower > sweep combo after the final air :s: work in the bonus combo in this video work [media=youtube]Ei04alW6O-w[/media]

And why did he do a jab during the dante assist? Is it a reset or something to get the sweep combo, and to my understanding aren’t u aloud two knock down or is it three… [media=youtube]7nvltHZKygI&feature=related[/media]

@nappydude
to answer your first question it is no. you’re only allowed one ground bounce per combo and sweep combo needs a ground bounce available to fully connect. so if you already used an air magnum anywhere in your combo it will use up the ground bounce.

the standing light is there to prevent the opponent from going up to high in the assist for the flamethrower and sweep combo to connect.

knockdowns don’t have a set limit only wall bounce and ground bounce and their limit is one per combo.

So basically the best combo for Chris is the one Chris did in the second vid??? That also works mid screen?

Edit: looked at the THC at the end, its easier plus i have arthur in my second slot so i guess that one is better for me…

the combo in the second video can be done anywhere and will always end with the opponent cornered. if you’re starting at your corner you’ll have to slow down the first air combo so you can dash forward jump machinegun relaunch.

chris has a ton of combos for different situations. that combo might be the best if you have only one assist left and starting the combo with no meter. the combo builds a bar and a half so you can always end with sweep combo.

chris has long range combo, combos off of throws, combos off of defensive assists, and some other situations too.

Chris combo, requires X-Factor level 1, and a little bit over half meter to start, works anywhere on screen and require no assist, and builds 2.8 meter including using the hyper in the combo.

Cr. M, H, f+H, BP L, L, M, Grenade launcher hyper, first hit that freezes them go into XF, j. shotgun, f+h, S, Air M, M, S, j. machine-gun, S, Air M, M, H, S, j.magnum into flamethrower.

1,608,800 damage

992k combo from instant overhead on sentinel, builds 2.4 bars of meter, uses 2 bars, net gain 0.4 bars of meter. can do it at midscreen, but not corner to corner, since it only carries them half the screen.

j.HS>2h5h6h5s>j.MMHS>gunfire M OTG>5h>H BP>zero shippuga assist>2h OTG>standing magnum>H BP>dante jam session assist>air gunfire M otg>M grenade>grenade launcher>flamethrower>sweep combo

experiment with your own team and get similar results. i think the idea of this combo was simple, and i hope you guys get creative with it.

edit: can actually break 1m dmg with this combo now, but you have to rely on luck a little. instead of the last gunfire M otg, use air magnum OTG and if you’re lucky it won’t cause a ground bounce because the jam session assist will interrupt it