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

Chris using grenades launchers in his combo assist-less, 1.3m damage

http://shoryuken.com/2011/05/31/mvc3-solo-no-x-factor-100-combos-from-japan/ around 1:45 starts it
This combo doesn’t look hard at all, he is using Magnum’s hard knockdown to lay a landmine.

^I’m trying that out now. Will post back with how I go.

Many crazy, if perhaps impractical, combos. Still, many bonus points for style. :sunglasses:

That shit was Godlike. But yea I never see myself as a Chris player practicing that nor do I ever come by the situation where I am starting my offense while the opponent is cornered lol. Still, if you can pull that shit off in a match that shit would be crazy hype… unlike level 3 fucking Wesker comebacks.

Yes, I know what you mean. But well, against LV3 Wesker you’ve still got your own X-Factor, even if no bars. :smiley:

On a similar note, is comboing st. Magnum into j. Magnum into st. Magnum again possible against all characters, or just the big ones?

I’m almost certain that you can only do that against a few characters. Regular st. Mag into j. Mag is still fantastic though against everyone. :slight_smile:

It will put the fear of God into anyone if you hit their assist(s) with that.
Kei

Yes, I’m starting to believe it’s possible only against certain characters.

the first standing magnum will not work against characters that are too short, but jumping magnum into standing works against everyone.

On the contrary, st. Magnum into j. Magnum works against everyone who is not too short (distance willing). I haven’t been able to use j. Magnum into st. Magnum against any save a few characters.

jumping magnum into standing magnum works against everyone, i do it all the time. the combo is tighter on smaller characters but is %100 possible. practice it in training mode, if you can never do it then you probably have television lag.

Hm, seems I need to practice it out more, then. I haven’t been able to do it except on the largest characters.

What’s the best damage XF1 I can get Chris w/o assist? I got this combo, i’m just waiting to see your guys combo’s before I mention mine

for the 4 hit magnum combo you can superjump back the last magnum if the opponent gets pushed too far back after the 3rd magnum and after you land you can stand machinegun for free chip as they recover. all together that’s about 500k in damage! that’s probably the most damaging long range combo without meter in the game.

cr.M, H, f+H, xfc, cr.M, H, f+H, S, air MMHS, air machine gun, land, H, S, air MMHS, air magnum, flamethrower (1,395,800 - 1,446,200 damage varies how many air machine gun bullets hit)

Off a throw: cr. H otg, xfc, cr. M, H, S, air MMHS, air machine gun, land, H, S, air MMHS, air magnum, flamethrower (1,252,600-1,286,200 damage varies how many air machine gun bullets hit)
note: if off an air throw omit the 1st standing H (1,194,500 -1,228,100 damage varies how many air machine gun bullets hit).

This was great. This inspired what will probably be my main team. I’ve done a lot of work trying to put together a team with unlimited potential with dhc glitches and tag in combo’s. Spencer has the potential for both, he can start dhc glitches and follow up tag in combo’s off wall bounces. Wesker Spencer Chris have potential for both.

Though unnecessarily flashy (stylin as we like to call it lol) it does have good potential off the first ground bounce. Off the first launch and S back to the ground throw magnum, (sorry no fancy buttons, didn’t feel like coding this, I’m assuming those require code) heavy body blow, call assist, ground shot, heavy body blow, call assist (depends on the assist type of course, if it is an otg or one that can pick up a character after an otg you’re good) heavy body blow (if you’ve got a spencer or doom assist like molecular shield you have many more options like medium body blow to magnum, kara, either level one etc, but hit deterioration may make this limited). This is all in theory because I haven’t tried this combo yet, but I’m pretty sure it would work.

I just posted 7 Chris combo’s on my youtube channel. I’ll be editing this post later with the combo transcriptions and video plugs since I have to go to work right now. My goal is realistic and optimized combos so if anyone has advice on how to do more work with these combos let me know.

err i forgot, youtube link in signature… and here

So I was hoping to get some help of follow ups for my main Chris BnB. It’ll probably be basic looking to the more seasoned Chris mainers, but I’d like to be able to finish it out properly.

Chris(Gun)/Spencer(Slant Shot)/Dorm(Hole)

cr.:l:,:m:,:h:,:f::h:,:s:, sj, in air :l::m::h::qfc::h: (Magnum grounder), land,:s:,sj, in air :l::m::h::s:, land, :a1: (Spencer)+:d::h: for OTG Stand-up… and I’ll stop here.

Usually I go with Flame thrower into Sweep Hyper online for guaranteed damage. That combo builds amost 1.5 bar and I can finish it up with BioManuvers but at a severely prorated damage total.

In training I can OTC Wesker Health people by looping another :s:,sj, in air :l::m::h::s,land,:a1: (Spencer)+:d::h: for OTG Stand-up, and keep going … but against a real person they seem to be able to block when I try to relaunch for a third time.

Another extender after the first Spencer assisted OTG is :s:,sj, in air :l::m::h::s,land,:a2: (Dorm) :ub::qcf:H: Magnum to OTG them into Dark Hole (just performing a :d::h: puts Dorm too close to the target and DH is too far off screen)… which when landed startles me and I just wind up shooting them with the magnum again.

I’m trying to learn to incorperate :m: and :l: mines > Granade Hyper into grounded opponents but, I can’t seem to get it right?

Any suggestions?

  1. Just being finicky but, you can just do MMHS for your air combo chains after the launcher. Slightly more damage that way.

  2. If you want more damage, it’s preferred you end your air chains with S, and do the magnum/machine gun otgs once you land on the ground.

  3. OTG machine gun is the way to go if you want more damage since you can retain your ground bounce for sweep combo. You can just do LMHS->( super jump) -> MMHS->OTG machine gun -> HS -> (super jump) -> MMHS -> A1+2H -> grenade launcher super -> Flamethrower -> sweep combo -> optional dhc into bionic manuevers. That’s pretty much my BnB right here.

  4. The landmine/grenade set-ups with the grenade launcher combos are not mandatory. My main set-up or use for those combos is when I land a grab with Chris in the corner. If I get a successful throw, here’s the combo I sometimes go for (for a lot of damage that is):

Throw -> A1(spencer assist)+2H -> L boulder punch with all follow ups (or M boulder punch with H follow up, or just magnum) -> S (magnum follow ups require crouching M or something to chain into launcher) -> MMHS -> Jumping backwards magnum -> Standing magnum (ground bounce is gone) -> put out landmine -> grenade launcher.

From there you can repeat it one more time utilizing M grenades or just flamethrower into sweep combo.

  1. I find that the target pops out of combos very quickly when I use MMHS instead of LMHS as that extra M provides just that much more hit stun decay… also LMHS positions them better for the Magnum Grounder. The damage per combo segment is negligible if I can keep them going until they die.

  2. Again, using the Magnum instead of :s: to ground the opponent adds much less hit stun decay. Unless I’m mistaken, air combos build massive amounts of HSD. Using the Magnum tacks on much more dmg, less HSD, and allows for a self-relaunch early in the combo. I do use :s: for all groundings after the initial Magnum Grounder.

  3. Honestly, I have immense problems timing falling Gun Fire OTG. (It’s why I cheat and use Spencer and :d::h:). Now, if you’re suggesting that I LMHS->( super jump) -> MMHS, **land, jump **OTG machine gun, etc., then I’ll try to use the uzi more often.

  4. While I’ve admitted to this before in other threads, I’ll say it again: I’m not a thrower. I don’t like throwing and would be fine with the removal of throwing aside from command grabs. Still, you’ve cleared up my question about when and where best to use mines > Granade Hyper.

You’re last combo in the quote resembles one I’m trying to get down (I stick to the :m: BP, and you’re absolutely right about needing a cr.l to link the land the lancher), and it seems to hinge on my inability to land that j.Magnum > st.Magnum.

Many thanks for the help.