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

I’m running Chris as my main again but I’m having trouble getting combos on people. I think I do advancing guard too much and ruin my chance for a punish. My BnB would be cr.M H fw.H S, M M H S, air QCF M st.S, M M H S, P1(Dante Jam Session) cr.H, Flamethrower into Sweep combo. Then from there I go into Zero Rekkoah, DHC into Devil Trigger and teleport and continue the combo with Dante. That is sort of an idea I’d like to try but since I have a hard time getting combos that never happens.

That of course is in the corner. One thing I was testing out was doing the magnum shot as you land, then going into heavy boulder punch canceled into lvl 3 super. I also managed to land the magnum shot, fw. H into the light boulder punch into a sweep combo but the timing has to right. I already know it’s possible to do this from a magnum shot but I was trying it out after the standard launch combo. So it would be:

cr.:m: st.:h::f::h: :s: air :m::m::h::s:, land, air :qcf::h: land, :f::h::qcb::l::l::m::dp::atk::atk: or :qcf::atk::atk:

or you could do the heavy boulder punch into level 3. I’m willing to bet this is already known but it’s something I was trying out.

J.:h: J.:s: > :d::h::h::f::h::s: > J. :m::m::h::s: > :qcf::m: (OTG) > :h: > :qcb::h: (Shippuga assist) > :down::h: (OTG) > :qcf::h: > :qcb::h: > (Jam Session assist) > (Air) :qcf::m:(OTG) > :dp::m: > :qcf::atk:+:atk: > :b::h: > :dp::atk:+:atk:

Did I get this one right?

I think thats applicable to more than just jam session. I’ve been using it in my bnb with magneto beam assist in the corner and I can get it with 100% consistency. I was confused as to why it was working but after reading your post it sort of makes sense. My staple corner combo would be

:d::m::h::f::h::s: air:m::m::h::s::a1: air:qcf::h: standing:s: air:m::m::h::s: :a2: OTG:d::h: :dp: :atk::atk:

Assist 1 is magneto alpha and Assist 2 is Dante alpha. One other note is that you have to either jump back magnum, stun rod and then launch or neutral jump and delay the magnum slightly. Its harder for me to get the stun rod consistently but I prefer it over the neutral jump because on the really small characters you have to delay it a lot. I think this does about 775k and can DHC quite nicely into either million dollars or magnetic tempest but they won’t tack on too much damage.

If there are L, M, and H Combination Punches, which version do these combos require?

Wow so I spent some more time in the lab and actually managed to make a pretty practical corner staple combo for my team that does 980k damage without xfactor and uses 2 hypers but the combo itself builds ~1.9 hyper bar!
Assist 1 is magneto alpha and assist 2 is dante alpha:

J.:s:>Cr.:m: St.:h::f::h::s:>J.:m::m::h::s:>:a1: J.:qcf::h:>:f::h::qcb::h::a2: OTG:d::h:>:dp::l:xx:qcf::atk::atk:>:b::h:xx:dp::atk::atk:

A few notes: The jump magnum needs to be jump back or it’ll whiff and the timing is pretty strict. Not in terms of hitting it but the magnum needs to hit while magneto is active or else you won’t get the ground bounce during sweep combo. What I do is I call magneto as soon as I touch the ground, wait a split second and then jump back magnum. To practice getting the timing right I just go straight into flamethrower > sweep combo after dante assist. After I got comfortable with the timing (which isn’t that hard at all) I practice the full combo.

Another thing to note is the timing of the landmine into grenade launcher. You have to do the landmine into grenade launcher and time it so the hyper starts up just as they’re about to drop out of the jam session. You can’t just do the landmine as early as possible and wait to see them fall out of jam session to grenade launcher because then the landmine explodes too early and the rest of the hyper won’t connect. I tried using M grenade but it was too inconsistent for me. Landmine is way easier to do. The timing is also incredibly important because if you do the hyper too early, they tech out but if you do it too late, they either tech out before the ice shot or larger characters get hit by the upward shot and then you cant get the followup flamethrower into sweep combo. If I’m desperate to kill someone like wesker and I have the bars then I usually either DHC into gravity squeeze or magnetic tempest > million dollars. That takes any character out clean if I started the combo at 2 bars or more.

for M grenade>grenade launcher, it’s a lot easier if you use air gunfire M otg instead of 2H otg. in corner i do jump back gunfire M (jump back not needed, but i just do it anyway.) works anywhere on the screen as well… can follow up with standing magnum if you’re too far to flamethrower

Testing a few ideas that happened to work rather well:

Chris/Doom (beam)/Thor (smash) corner combo using 3x :qcb::h::
:d::m: s.:h::f::h::dp::l:, :d::l:s:m::h::f::h::qcb::h:, :a1: :d::h:,:qcb::h:, :a2: :d::h:, :qcb::h:, lvl3/team hyper
lvl3 does 994k. A well timed team hyper does around 1,004k

Chris/Doom (beam) corner lvl 1 hyper:
:d::m: s.:h::f::h::dp::l:, :d::l:s:m::h::f::h::s:, sj.:m::m::h::s:, :a1: :d::h:,:qcf::h: xx :dp::atk::atk:
Does around 740-760k. 816k if dhc to Doom’s :dp::atk::atk:

Chris/Taskmaster(H.Shot)/Haggar(Lariat)

c.M, H, f.H, A1, L.BP, c.M, H, f.H, S, MMHS, machinegun otg, H, S, MMHS

This combo carries them across the screen, and corners them from anywhere. Once in the corner you can add on whatever combo-ender you use. I use c.H, Lariat, M.Grenade, Grenade launcher, Flamethrower, Sweep Combo. 955 k, 0.5 net total bar.

I dunno if this is legit or not but have people tried using Grenade Toss Assist as a way to continue juggling (corner only)? Haven’t really read any of the thread so I dunno if it’s been posted or not.

I was in the lab for a bit and tried it out but there’s a strict timing on it and isn’t really efficient (especially because you MIGHT have to lessen your air combo hits), but there’s still a possibility. Gonna confirm it later. But I’ve been trying it out with Ryu at point.

In corner: c.L-c.M-c.H-S~A1, sj.M-M-H-S (might have to shorten so they land at the same time grenade explodes), land, M-H-S, sj.M-M-H, QCB+H xx QCF+PP

Of course there’s many variations like adding donkey kick + magic series before launching (unconfirmed).

Here to confirm that you can use it (grenade toss assist) to go M-H-S and relaunch (delay). On the magic series S~A1.

here’s a combo i like to use against wesker players with my team.

ground combo into air MMHS, air machinegun otg, H,S, air MMHS, haggar lariat, pistol otg, grenade M, grenade launcher super, akuma tatsu assist, standing magnum, jumping magnum otg, boulder punch H, satellite laser.

combo uses 4 meters but builds a little over 2 meters on it’s own. well worth it to kill chris’s arch nemesis!

Having trouble connecting :s: after M Boulder Punch > Magnum Combo in the corner on a lot of the cast… Does it only work on big guys, like Haggar, Sent, Thor, etc?

I was doing it on Haggar earlier and it just whiffed on Wesker.

Have you tried :f::h::s:? Or that doesn’t combo with Boulder > Magnum?

I’ll try it out tomorrow

You can catch them with a c.M after the magnum. I find it easier.

A couple of combos I was playing with yesterday. If any of these have been mentioned then I apologize for wasting time.

Chris(grenade)/Zero(shippuga)/Dorm(black hole)

Snap Back Combos:
-(Mid-Screen) c.L c.M H f.H S > SJ. MMHS > (land) Dash, A1 > OTG c.H (f.M on Ammy at least) > Dash > Snap
-(Corner) c.L c.M H f.H S > SJ. MMHS > (land) A1 > OTG c.H > Magnum Shot > c.L xx Snap
Both are around 450k with the second being a little more damaging.

Level 3 Combos:
-(Mid-Screen) c.L c.M H f.H S > SJ. MMHS > (land) A1 > OTG f.M > Magnum Shot xx Level 3 - 894K
-(Relaunch in Corner) c.L c.M H f.H S > SJ. MMHS > Jump Back Air Magnum > (land) Dash S > SJ.MMHS > (land) A1 OTG d.H > Magnum Shot xx Level 3 - 957K
The relaunch can be tweaked so that it works mid-screen (jump forward for air magnum, f.M for second OTG). You may also be able to do f.H instead of a dash on the relaunch for slightly more damage but this is just what I’m used to.

Ridiculous and Unnecessary:
-(Corner) c.L c.M H f.H S > SJ. MMHS > (land) OTG d.H xx XFC (lvl 1) > f.H S > SJ. MMHS > (land) A1 OTG d.H > Flame Thrower xx Sweep Combo > DHC to Rikoha when they’re falling (at peak) > DHC to Chaotic Flame when they are head level - 2,024K
The cool thing about this combo that to get max damage the Chaotic Flame will hit before the Rikoha.

I don’t come here often so I don’t know if these are old news. I’m sure they’re just variations of the same combos everyone uses anyway but whatever.

-Felinoter: Are you Sam/Homura from H-town? If so, good fucking job at the UCC tourney last weekend. :tup: Stone was talking about a Chris/Zero player who was “H-town’s secret weapon” when he came to SA a couple weeks ago, I’m guessing that was you. :lol:

Chris Dante (Jam Session) Wesker (Samurai Edge)- any multi-hit assist will do for Dante, and Wesker can be replaced with most any faster assist.

No bar, corner only: cr.:m:, s.:h:, f.:h:, :m: Combination Punch, Revolver followup, cr.:m: s.:h: f.:h: :s: ^ :m: :m: :h: :s:, :a2: cr.:h: (Wesker hits), :h: Combination Punch, :a1: cr.:h: (Dante Hits) - followup with flamethrow for a bit of extra damage or do a land mine to force them to block on landing and go into an unblockable w/ Wesker. About 600k meterless. You can cancel the flamethrow into sweep combo and DHC into Dante for 1 million damage. Works anywhere if you do a ground string, launch -> flying screen -> :m: gunfire OTG relaunch combo instead of the :m: combination punch.

Came up with different combo setups using the S.T.A.R.S. theme team. I don’t use Chris that much but were there any options I could have added or adjusted during his combos to push the damage even further?
YouTube - MvC3 Chris Jill Wesker “I’m a member of S.T.A.R.S.”

Your combo vid was pretty good, I really liked the DHC from Jill to Chris grenade launcher.

[LIST]
[]When you get an air chain you can do m m h s, land, and then jump again and OTG with air revolver to get the ground bounce. Tacks on an extra j.s, no reason not to do it really.
[
]You can also use this to save your ground bounce for sweep combo by otg’ing with :m: gunfire instead of :h: .You have to combo into either :h: or :s: usually, and the timing is faster than you might think after landing.
[]When using Wesker to do OTG combos, you can call wesker, cr.:h: otg yourself, and then Wesker’s shot will combo from yours and you can still link :h: combination punch.
[
]cr.m does more damage than s.m. Also, you probably already know this but adding on the lights/mediums at the beginning at the first combo actually reduced damage.
[]Corner only: cr.m s.h f.h xx m combination punch xx magnum combo (wallbounce), cr.m s.h f.h s m m h s, jump back revolver, h combination punch, use 2 assists to combo from cr.h otgs into more h combination punch, end with level 3. If you want to end with sweep combo just don’t do the jumping magnum part.
[
] call assist, cr.:h:, :h: gun fire does more damage than the combination punch but is harder. After a normal jump :h: gunfire otg you can do another immediate grounded :h: gunfire right as you land. This works even if you’ve used up your wallbounce because the magnum is a hard knockdown.
[]I don’t think this is useful really but Chris has a loops with :s:, immediate j.:s:, and as you land otg with :m: gunfire, :h: :s:, j.:s:, falling :m: gunfire…
[
]You know that you can change where the level 3 target starts by holding down :l:, :m:, or :h:, right? I didn’t see proof otherwise, figured I’d just throw that out there.
[*]You CAN get 2 full super jump m m h s chains in 1 Chris combo even with a cr.m s.h f.h s starter.
[/LIST]

I don’t have a combo assist for Chris, so if I get a throw I use cr.H into snapback…