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

How can you not have 1 assist that doesn’t let you combo from cr.:h:? What are your assists? Also, if you really can’t, why are you playing Chris? Do you just not care about team synergy?

I have very good team synergy, its just not meant for rushing…
I play Chris gun Trish hop and tasky parabolic…
The synergy for this team allows me to run away and outzone everything…
Parabolic shot not only covers space well, but forces a blocked gun M on hit or block…
Parabolic shot combines with tiger knee jump gun L pressure exceptionally…
When I corner myself I can call tasky super jump forward and the assist covers my rear while gun L covers the front…
Hopscotch lets me jump back down H for free…
Hopscotch let’s me combo grenade super in the corner for bigger damage and easy dhc…
Hopscotch lets me use prone…
Trish is a good second character who can dhc in safe, rush in if I’m behind or continue to run if I’m leading…
Also if you need to dhc Chris in, sword super covers Chris while he fires upward…
Task is a decent 3rd and can like Trish, run or rush. His l3xfactor has good comback potential and he has good damage without it anyway…

There’s a ton of other stuff too but I’m on a phone. So yes, I have good synergy and I don’t mind giving up throw damage (which) I am intentionally avoiding anyway for a stronger long range dynamic… Plus, blowing the meter for the snapback starts Chris’s grenade pressure into tiger knee shotgun pressure which builds half a meter and does great chip before you are comepletly pushed out anyway…

Finkledoodoo, it is possible to link throw into combo using task assist, you just need to press assist earlier than the Cr.H and combo into Sweep combo (since based on your team chars, it is the best and most efficient ender, and does good 400kish damage.)

Since you are already spending a meter, spend it efficiently.

Anyhow, I have been messing around and abusing the hard knockdown system, and found a good way to score a 1mil dmg off a Magnum shot via 2 meters using Haggar lariat assist and Spencer Slant shots. Only works in or near corners.

Mag shot, jump / Dash n Jump mag into mag combo, then Cr.H otg and Spencer slant assist directly to Hyper Grenade.
After that you either do H boulder Punch or Standing Mag shot (preferbly Mag since it hits once and still does more damage) (Very difficult due to all explosions in screen, more like “hear” the right moment rather see :l) into the other assist which forces Hardknockdown (Haggar Lariat) which opens up opprotunity for M Grenade and full Hyper grenade combo again. You can end with flamethrower for the full 1.004mil dmg.

I still have trouble with timing the Mag shot / H boulder punch after Grenade hyper, but overall this is one of the maximum dmg off magnum shot that does not involve the braindead easy lvl3 Hyper, and is meter efficient, it only builds like 0.9 meter back, net loss of 1.1 meter.

I suggest abusing the hard knockdown system, and for those who also use Haggar and Spencer, ENJOY >:D.

So I figured out a use for medium boulder punch. In the corner, after the magnum follow up, b, c, 6c, S, etc. It’s nice, because the opponent never hits the ground, so it doesn’t count as a bounce. Light boulder punch works better for this in one respect, because it actually pushes them into the corner but the fewer hits for medium and more room for error are superior, if the opponent is already there.

Are you sure we are taking about the same assist… I’m using up arrows…

This is the combo thread so I guess ill add that you can use trish’s hopscotch assist to either combo sweep combo mid screen after an air magnum otg or to juggle grenade launcher super for full hits in the corner after a hard knockdown…

You use up the wallbounce by using the magnum followup. It’s also harder to do medium boulder punch than the others because it’s a 2f timing to get the magnum. And if you get the 2nd frame the magnum will whiff and they get a free punish.

I thought it was Straight Shot :sweat: (now that you mentioned it, I looked again in your post, its parabolic).
Just a question regarding your combo, but is it possible to use Trish’s hopscotch to combo after a throw (I cant use my PS3 now :S)?

Can someone verify something? My playstation doesn’t have the new updates so I don’t know what’s been patched so far.

Chris on point, and Spencer on Armor Piercer Assist.

In corner s.L, M + A1, H->magnum. Spencer and chris should hit at the same time. The combo counter goes 2,3,5, does that count as a single wall bounce???

I play Chris(grenade, occasional punches), Tron(Flame), Doom(Rocks). I love playing Chris on point against pretty much any character not named Trish, Doom, or MODOK. Playing him on point allows 2 assist combos to occur often, and those often to lead to touch of death with Chris plus DHC. I sat in training mode trying to figure out a way to carry an opponent full-screen as simple as possible. Reason being I find that I tend to start matches playing reactive until I can make contact with an opponent(hit or block) usually ending up with my back relatively close to the corner. The most basic way I find is starting with your back to the corner:

cr.M,H,f+H,H BP, [jump forward, air M gunshot, H BP]x3 xx Sweep Combo
662,500 1 meter assistless

with all the scaling i dont normally end this with a super/DHC unless i know it will kill. More often I will end with backdash cr.H+A2 and let them reset into doom rocks followed by a shotgun.

Of course due to Chris’s combo friendly normals and an arsenal of specials that ignore hitstun decay, you can add much to this combo for more damage/meter. Both you and the opponent will be in the corner after the 4th H BP in the combo.

Offline, if my initial Combination/BP in a combo can take them to the corner, I tend to do this combo.

cr.M,H,f+H,M BP, magnum followup,cr.M, H, f+H, H BP, A1, cr.H, H BP, A2, cr.H, H, H gunshot, H BP xx Sweep Combo
816,700 1 meter 2 assists.

The online variant is easier since it doesn’t involve M BP and does about ~750k damage 2 assists

Just made a few awesome damaging and meterbuilding combos with Chris, showing off what he can do with Iron man and Ammy as assists

  1. Meterless, 731,000 2 and 2/3 meter gain
  2. 1 meter fun combo, 790,000, 3/4 meter gain
  3. Level 3 combo, 1,150,000, 3/4 meter cost:
    [media=youtube]pzQDZrPXAlE[/media]

And here’s my improved 1 meter combo
1 meter, 893,000, 1 and 2/3 meter gain:
[media=youtube]18QEjE0S1Y0[/media]

Transcripts are in the descriptions.

Got a little corner setup after I finish a magic series air combo. Right as I land I lob an H grenade and plant a mine immediately. They’ll be standing while the mine comes in. The mine goes off regardless of what happens setting off the h grenade for some flame thrower chip damage.

If they try to press buttons you can go straight from flame thrower to sweep combo, the last hit of the grenade will pop them up, allowing Sweep Combo to land complete. Being in the corner allows an easy dhc to pretty much anyone.

Edit: I’m also going to try it with Mine first H grenade second to see if it works better that way when I get back from work.

Here is a combo with She-Hulk, Cr. M, H, F+H, Assist She-Hulk clothesline, Boulder punch L, L, Cr. M, H, F+H, S
Or you could throw a grenade when they crumple and then go for a grenade launcher, it works in mid-screen

Or you could throw a grenade and do d+h

My previous chip damage setup is useless… except when they come in.

I have a new setup though.

After a throw Go for OTG crH and Haggar’s pipe assist. Ground bounce occurs ( seems like a tight link) stun rod, S magic series.

You’ll want to use Larriat assist, great for zoning and you can do the same combo with it but it doesn’t use up you ground bounce, and it can be used to land a flamethrower off of a cr.H at the end of your combos.

Cr.M, St. H, F+H, BP L, Assist clothesline, landmine, throw M grenade, dash in- landmine, F+H, S, M, H, S, Spencer assist d+h, flamethrower 730k dmg meterless.

@Jamheald

nice combos! but do they only work in the corner or can they start elsewhere? otherwise they’re not very practical.

chris has some long and damaging combos but most are really hard to land in a real match. even llnd only lands his most damaging combos about twice every 10 matches and even then he can mess it up.

can me categorize combos off of initial hit and position on a stage? for example:
-off of lariat assist with chris being cornered, j otg machinegun, h, s, sj s cancel into otg machinegun on the way down, h, s, mmhs, dh, tatsu assist, magnum, j magnum, bp h, level 3

or
-off of a throw near the opponent’s corner, dh, tatsu assist, magnum, j otg machinegun, h, s, mmhs, dh, lariat assist, grenade m, grenade launcher super, flamethrower, sweep combo

i think we should especially post more combos starting off of throws, assist hits, landmines, standing magnums and not just starting from normals. we are severely limiting ourselves as chris players if we don’t take advantage of the many ways he can land a combo.

Actually all but the 890,000+ 1 meter combo work mid screen until the ender (not much of a problem since you can get from one corner to the other with Chris). You can use the same starter but you have to dash after the qcb+M xx H to land the OTG air gun. Or you can do the braindead combo, something like this, for the first combo ender:

cM-H-fH-S super jump M-M-H-S land jump qcf+H land fH-S super jump M-M-H-S land Iron Man cH (assist hits) dp+H qcb+H Amaterasu (grenade explodes, OTG) bH (assist hits) bH

Does about 700,000 and build about 2 3/4 meters.

This is the meterless combo from above but with Phoenix in place of Ammy, good Phoenix team this. You have to end the first Flame early to hit the second:
[media=youtube]NUwXXYF8hgg[/media]

I have trouble getting OTG pistol + Lariat/Pipe assist to go. I need this to be consistent. is it a link or am I missing something here?

At the beginning of a combo, like after a throw, you can just press cH+Haggar lariat at the same time, towards the end of a combo you’ll want to press Haggar lariat then cH.