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

chris-redfield

#1

Figured I’d start a thread to compile to make things more neat. I’ll update this occasionally when we get new stuff. Keep in mind not all combos will be listed, as many combos can be created by learning the proper set-up. For the move list, check the Boulder Punching 101 thread.

Note: Combos involving assists will not have specified assist names, only generalized as something like otg :a1:, and so forth. As such, I’ll try to keep most assist combos added as ones that can be done with multiple assists, so don’t expect many combos that require specific ones. This will make finding the exact damage of the combo impossible however, so I’ll put down one damage value using one possible assist combination for the combo as an example to give an idea of how much damage the combo does.

**Notations: **

:l:/:snka: - Light Attack
:m:/:snkb: - Medium Attack
:h:/:snkc: - Heavy Attack
:s: - Special
:a1:/:a2: - Assists

Bread n’ Butters and Midscreen:

cr.:m: > st.:h: > f.:h: > :s: > :m: > :m: > :h: > :s: > forward jump Gun Fire :h: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > :d:+:h: [522,100]
*Your standard to go BnB that works anywhere on the screen. In corner do jump back Gun Fire :h: on first otg

cr.:m: > st.:h: > f.:h: > :s: > :m: > :m: > :h: > air Gun Fire :h: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > jump Gun Fire :h: [517,100]
*Less damage than first combo for easier ground bounce set-up (no jump Gun Fire :h: needed)

Midscreen Combo
cr.:m: > st.:h: > f.:h: > Combination Punch :m: follow up > dash > forward jump Gun Fire :h: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > :d:+:h: [554,600]
*More difficult than first combo. Dash to jump Gun Fire :h: from Combination Punch :m: follow up is easier when opponent is closer to wall. In corner do jump back Gun Fire :h: on first otg.

Midscreen Combo
cr.:m: > st.:h: > :f:+:h: > Combination Punch :l: follow ups > dash :h: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > jump Gun Fire :h: > Combination Punch :h: Satellite Laser > :d:+:h: [964,100]
*omit the dash before the st.:h: in the corner

c.:l: c.:m: :h: :f::h: :s: j.:l: j.:m: j.:h: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::h: :s: j.:s: j.:qcf::h: [473,000]*Rather difficult if you’re not accustomed to falling relaunches. More for flashiness than anything.

:d: + :m: :h: :f: + :h: -> :qcb: + :h: jump forward :qcf: + :h: :f: + :h: :s: j. :s: falling :qcf: + :m: :h: :s: j. :m: :h: :s: :d: + :h: [549,000]
*Ideal BnB that ends on a reset. Practice the timing on j.:s: > falling :qcf::m: relaunch.

  • Combos ending in with a jump Gun Fire H can be replaced with an up close Grenade Toss :l: in conjunction with assists for okizeme

From Throw:

forward/back throw in corner > cr.:h: > st.:l: > st.:m: > st.:h: > f.:h: > Combination Punch :h: > Sweep Combo [456,600]

forward/back throw in corner> cr.:h: > st.:l: > st.:m: > st.:h: > :s: > :m: > :m: > :h: > :s: > jump Gun Fire :h: > dash :h: > :s: > j.:s: [271,300]

Corner:

j.:h: c.:l: c.:m: :h: :f::h: :qcb::m:~:h: c.:m: :s: j.:s: j.:qcf::m: :qcb::h: :dp::atk::atk: [591,500]
*snap back can be added at the end after sweep combo

j.:h: c.:m: :h: :f::h: :qcb::m:~:h: c.:m: :h: :f::h: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::h: :qcf::h: :qcb::atk::atk: :f::m: [1,021,700]

**Assist Required Combos **
*Using different extender assists cause the height of the character when launched to vary, so adjust the air string accordingly.

:d:+:l: > :d:+:m: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > combo extender :a1: (Shippuga) > :d:+:h: > :s: > :m: > :m: > :h: > :s: > combo extender :a2: (Molecular Shield) > :d:+:h: > Flamethrower > Sweep Combo [729,200]

w/Haggar Lariat Assist
cr.:m: > st.:h: > f.:h: > :s: > :m: > :m: > :h: > :s: > forward jump Gun Fire :h: > :f:+:h: > :s: > :m: > :m: > :h: > :s: > :a1: > :d:+:h: > :dp:+:m: > cancel into Grenade Launcher when you hear Chris say “on” > Flamethrower [765,300]

X-Factor Combos
*May contain assist combos in here too

:d:+:l:,:d:+:m:,:h:,:f:+:h:, :l: BP>:l:>:m:> XFC, :d:+:m:,:h:,:f:+:h:, :m: BP> Magnum follow-up (Sent is cornered), Air Magnum (ground bounce), :f:+:h:, :s: (relaunch), :m:, :m:, :h:, :s:, :a1: (Doom’s Rocks), :d:+:h:, assist connects, Flamethrower. [w/ Molecular Shield assist 1,577,100]
*Anti-Sentinel combo. Must be midscreen/near corner

:d:+:m:,:h:,:f:+:h:, :l: BP>:l:>:m:> XFC, :d:+:m:,:h:,:f:+:h:, :m: BP> Magnum follow-up (Sent is cornered), :d:+:m:, :h:, :f:+:h:, :s:, :m:, :m:, :h:, :s:, Air Magnum (ground bounce), Flamethrower. [1,372,400]
*Another anti-Sentinel combo w/ no assists.


#2

Frame Data

Standing Basic Attacks

Standing :l:
Hits: 1
Damage: 48,000
Startup: 6
Active: 3
Recovery: 11
Advantage on hit: -1
Advantage if guarded: -2

Standing :m:
Hits: 1
Damage: 65,000
Startup: 8
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4

Standing :h:
Hits: 1
Damage: 80,000
Startup: 10
Active: 3
Recovery: 21
Advantage on hit: -1
Advantage if guarded: -2

:s:
Hits: 1
Damage: 80,000
Startup: 9
Active: 4
Recovery: 27
Advantage if guarded: -9
note Launcher, not special or hyper combo-cancelable

Crouching Basic Attacks

Crouching :l:
Hits: 1
Damage: 45,000
Startup: 6
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4
note Hits low

Crouching :m:
Hits: 1
Damage: 80,000
Startup: 8
Active: 3
Recovery: 18
Advantage on hit: -3
Advantage if guarded: -4
note Hits low

Crouching :h:
Hits: 1
Damage: 90,000
Startup: 17
Active: 2
Recovery: 19
Advantage on hit: +2
Advantage if guarded: +1
note Hits low, OTG capable, inflicts chip, not projectile or hyper combo-cancelable, has 3 low priority durability points

Aerial Basic Attacks

Air :l:
Hits: 1
Damage: 50,000
Startup: 5
Active: 5
Recovery: 19
note Overhead

Air :m:
Hits: 1
Damage: 70,000
Startup: 8
Active: 3
Recovery: 27
note Overhead

Air :h:
Hits: 1
Damage: 90,000
Startup: 10
Active: 3
Recovery: 26
note Overhead

**Air ** :s:
Hits: 1
Damage: 85,000
Startup: 11
Active: 3
Recovery: 32
note Overhead, slams opponent to the ground\

Command Attacks

Standing :f::m:
Hits: 1
Damage: 90,000
Active: 4
Recovery: 22
Adv. on hit: -3
Adv. if guarded: -4
note OTG capable, inflicts chip damage, not special or hyper combo-cancelable, has 3low priority durability points

Standing :f::h:
Hits: 1
Damage: 90,000
Startup: 15
Active: 3
Recovery: 25
Adv. on hit: -5
Adv. on guard: -6
note Inflicts chip damage

Standing :b::h:
Hits: 9-25
Damage: 110,000-166,800
Startup: 20
Active: 17
Recovery: 22
Adv. on hit: 0
Adv. if guarded: -1
note Inflicts chip damage, button can be held for extra hits, not special cancelable, beam durability: 60 frames x 1 low priority durability points

Air :d::h:
Hits: 1
Damage: 90,000
Startup: 15
Recovery: Until landing
note Inflicts chip damage, not special or hyper combo-cancelable, projectile has 3 low priority durability points

As a Partner-Crossover Assists

Type Alpha - Combination Punch :h:
Hits: 2
Damage: 112,000
Startup: 34
Active: 2(16)2
Recover (this assist): 134
Recover (other partner): 104
Crossover Combination Hyper Combo: Sweep Combo
note Unrecoverable knockdown

Type Beta - Gun Fire :m:
Hits: 8
Damage: 125,000
Startup: 49
Recover (this assist): 114
Recover (other partner): 84
Crossover Combination Hyper Combo: Grenade Launcher
note Each projectile has 1 low priority durability point

**Type Gamma - Grenade Toss **:l:
Hits:1
Damage: 117,000
Startup: 41
Recover (this assist): 116
Recover (other partner): 86
Crossover Combination Hyper Combo: Grenade Launcher
note Spinning knockdown, projectile has 1 low priority durability point

Special Moves

Combination Punch :l:
Hits: 2
Damage: 104,000
Startup: 10
Recovery: 21
Adv. on hit: -1
Adv. if guarded: -2

Body Blow (During Combination Punch :l:)
Hits: 1
Damage: 50,000
Startup: 12
Active: 3
Recovery: 26
Adv. on hit: -3
Adv. on guard: -4

Heavy Blow (During Body Blow)
Hits: 1
Damage: 60,000
Startup: 13
Active: 3
Recovery: 30
Adv. on hit: -5
Adv. if guarded: -6

Payoff (During Heavy Blow)
Hits: 3
Startup: 15
Active: 3(18)3(17)4
Recovery: 21
Adv. if guarded: -3
note 2nd hit knocks down opponent, 3rd hit wall bounces

Combination Punch :m:
Hits: 2
Damage: 122,000
Startup: 10
Active: 2(24)3
Recovery: 22
Advantage if guarded: -3
note First hit staggers opponent, 2nd hit knocks down

Magnum Combo (During Combination Punch :m:)
Hits: 1
Damage: 150,000
Startup: 22
Recovery: 34
Advantage if guarded: -12
note Wall bounces opponent, unrecoverable knockdown, projectile has 10 low priority durability points

Combination Punch :h:
Hits: 2
Damage: 131,000
Startup: 10
Active: 2(16)2
Recovery: 41
Advantage if guarded: -20
note Unrecoverable knockdown

Grenade Toss :l:
Hits: 1
Damage: 130,000
Startup: 17
Recovery: 41
Advantage if guarded: -7
note Spinning knockdown, land mine is created on 15th frame, land mine explodes on contact, or persists for 90 frames before detonating, land mine can be detonated by projectiles from either player, and also detonates whenever Chris recieves damage, explosion has 1 medium priority durability point

Grenade Toss :m:
Hits: 1
Damage: 150,000
Startup: 20
Recovery: 25
note Grenade detonates after 90 frames, can bounce off of walls, can be detonated by projectiles, and also detonates whenever Chris recieves damage, causes spinning knockdown, explosion has 5 low priority durability points

Grenade Toss :h:
Hits: 1+5
Damage: 130,000 + 61,300
Startup: 25
Recovery: 26
note Grenade detonates after 120 frames, can bounce off of walls, can be detonated by projectiles, and also detonates whenever Chris recieves damage, explosion causes spinning knockdown, creates flame pool upon detonation, flame pool lasts for 120 frames, explosion has 1 medium priority durability point, fire pool has 5 flames with 1 low priority durability point

Gun Fire :l: (In air OK)
Hits: 10
Damage: 133,400
Startup: 25
Recovery: 30
Adv. on hit: +7
Adv. on guard: +6
note On counterhit will stagger the opponent if the first hit is a headshot, each projectile has 1 low priority durability point

Gun Fire :m: (In air OK)
Hits: 8
Damage: 120,900
Startup: 25
Active: 13
Recovery: 22
Adv. on hit: +1
Adv. on guard: 0
note Fires 8 shots, each projectile has 1 low priority durability point

Gun Fire :h: (In air OK)
Hits: 1
Damage: 150,000
Startup: 22
Recovery: 34
Adv. if guarded: -12
note Ground version wall bounces opponent and causes unrecoverable knockdown, air version bounces opponent, projectile has 10 low priority durability points

Prone Position
Startup: 27
note Can move left or right while in Prone Position, exit Prone Position by tapping up on the controller

Prone Shot (During Prone Position)
Hits: 1
Damage: 90,000
note Not hyper combo-cancelable, projectile has 3 low priority durability points

Hyper Combos

Grenade Launcher
Hits: 4
Damage: 343, 700
Startup: 15+4
Active: 111
Recovery: 36
note First hit incapacitates opponent for 113 frames, does not incapacitate airborne opponents, 2nd hit causes spinning knockdown, 3rd hit causes knockdown, 4th hit causes spinning knockdown, and has homing capability, each projectile has 1 high priority durability point

Sweep Combo
Hits: 22
Damage: 290,400
Startup: 10+2
Active: 4(10)3(27)8(27)17(20)7(43)20
Recovery: 53
Advantage if guarded: -31
note 2nd hit floor bounces opponent, 21st and 22nd hits cuase spinning knockdown

Satellite Laster (Level 3 Hyper Combo)
Hits: 27
Damage: 445,500
Startup: 35+1 (Lock on 14)
Active: 37
Recovery: 43
note Invulnerable for (35+7) frames, creates a cursor to aim Satellite Laser, pressing any button fires, allows three shots within time limit, each shot is OTG capable, time limit is 260 frames, each shot has 20 frames of start up, each projectile has 1 high priority durability point

X-Factor

Lvl. 1
Damage: 135%
Speed: 105%

Lvl. 2
Damage: 175%
Speed: 110%

Lvl. 3
Damage: 210%
Speed: 115%

Overview

Vitality: 1,100,000
Chain Combo Archetype: Marvel Series


#3

And again


#4

Thank you so much on the revision of this post. I couldn’t agree with you more because the old one was so cluttered.


#5

From Throw
c.:h: c.:m: :h: :f::h: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::h: :qcf::h: j.:qcf::h:

Midscreen
c.:l: c.:m: :h: :f::h: :s: j.:l: j.:m: j.:h: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::h: :s: j.:s: j.:qcf::h:

Corner
j.:h: c.:m: :h: :f::h: :qcb::m:~:h: c.:m: :h: :f::h: :s: j.:s: j.:qcf::m: :s: j.:s: j.:qcf::h: :qcf::h: :qcb::atk::atk: :f::m:

j.:h: c.:l: c.:m: :h: :f::h: :qcb::m:~:h: c.:m: :s: j.:s: j.:qcf::m: :qcb::h: :dp::atk::atk: :qcf::a1:/:a2:

[media=youtube]kg7q1RMg9aI#t=38s[/media].


#6

Added. Thanks for already putting it in notations


#7

Is there any info on how to preform the chris combo from isedelica video? I try it and when I am falling to the ground I can’t get the magnum to come out.

Edit: Nvm I got it, its qcf+m not H for the beginning and I just ahve to slam down earlier.


#8

Just out of interest but on the BnB’s from mid screen why do the dash H,S after the forward jump H Gunfire when you can just do F.H followed by S for launch. Way easier and you get a bit more damage too. I know people might say you can H, F.H, S if you do the dash, but the scaling is not worth the risk of dropping the combo and from F.H you can still do a QCB to combination punch if you want to cancel into super quickly enough. Or just pick Dormammu or Captain America after landing the first air series and F.M for the ground bounce into the assist with loads of time to dash in and relaunch, combo. super…etc


#9

I am having a lot of trouble landing the air magnum on the way down from the first air series in the first BnB, any advice?

TAMANAPANTS I tried your advice with captain america (since he was on my team anyways), when I call the assist he always seems too late and my combo resets (even though the computer will gladly let it keep going), is it a real combo or is it suppose to count as a reset?


#10

What is BnB? You’re talking about where you hit them up in the air and you have to shoot the magnum? It took me a few to finally get it but you just have to do it really fast or it won’t work. As soon as you hit:s:, jump up immediately and hit :m::m::h::qcf::h: Sorry I have no better way to explain it other than you just need to be quick about it, otherwise it won’t work.


#11

As soon as you land, jump and input the magnum right away. It’s possible to TK the magnum if you pause briefly right after the qcf before you jump and hit H, but that’s just making things harder if you can’t do it consistently. The magnum should combo fairly easily so long as you jump quickly once you land.


#12

I’m going to have to try out some of these combos. I just started using Chris and I really like him. I’m just having trouble pulling off combos against the computer. I can do them all good and well in the training room but I suck against an actual opponent.


#13

Is there some kind of trick to comboing down + H to Down + M after a throw or i it character specific?


#14

Not too sure honestly, but most likely it is character specific. If not, timing must be hella tight lol


#15

Woo found a new no meter bnb for chris works midscreen and corner and seems to do almost as much as the medium combination punch combo but is a bit easier (imo)

:d: + :m: :h: :f: + :h: -> :qcb: + :h: jump forward :qcf: + :h: :f: + :h: :s: j. :s: falling :qcf: + :m: :s: j. :m: :h: :s: :d: + :h:

I can’t get another magnum at the end but it could be possible might just be really tight timing. Which actually should up the damage above that of the boulder punch medium combo.

Edit: I forgot I could add a d+h at the end which nets 547,600 damage and a reset into air throw!


#16

Tried messing around with that, and the magnum at the very end seems impossible, so yea, you’d have to end on that low shot reset. Adding a st.:h: before the :s: after the falling SMG relaunch will make the relaunch slightly easier while upping the total combo damage to 547,900 too.


#17

Hey, new here. Here is what I got though.

st.:l:>st.:m:>st.:h:>f.:h:> Proximity Mine >cr.:l:>cr.:m:>st.:h:>f.:h:>:s:>:m:>:m:>:h:>:s:> j. Magnum Shot >:s:>:h:>:s:
This does a little over 500,000 I forget exactly.

st.:l:>st.:m:>st.:h:>f.:h:> Proximity Mine >st.:l:>st.:m:>st.:h:>f.:h:> Proximity Mine >:dp::atk::atk:
This is corner only and does about 640,000 once again I did these at 4 in the morning sorry.


#18

this is a corner combo I practiced last night with chris,doom(rocks),zero(shipuga). Cr.L,cr.M,S,M,M,H,S,Cr.H,rocks assist,relaunch,M,M,H,S,cr.H,shipuga,sweep combo. It gets about a good 600k damage. If I use doom rocks after the second relaunch I usually go for the magnum shot which makes comboing sweep combo much easier.


#19

[media=youtube]VxwTlZ9NB2w[/media]

Inspired by that japanese monster combo. Not practical but funny.
You just have to delay all weapon inputs after the air S in order for Chris to use them properly.


#20

How are you comboing after landmines? Is there some kind of trick to it (like assists) or is it just super tight timing? Also I’m like 95% sure the throw Down :h: + cr. :m: link only works on fat characters like Tron. I couldn’t do it on Ryu or Cap.