- - - - - - - - - - - - R E S I D E N T E V I L 5 - - - - - - - - - - - - - M E R C E N A R I E S M E R C E N A R I E S R E U N I O N ___ _ _ __ _ __ _ _ _ / __\| |__ _ __ (_) ___ /__\ ___ __| | / _|(_) ___ | | __| | / / | '_ \ | '__|| |/ __| / \// / _ \ / _` || |_ | | / _ \| | / _` | / /___ | | | || | | |\__ \ / _ \| __/| (_| || _|| || __/| || (_| | \____/ |_| |_||_| |_||___/ \/ \_/ \___| \__,_||_| |_| \___||_| \__,_| G U I D E Authored by: Berserker Updated: 10/28/11 - - - www.berserkersblog.blogspot.com - - - www.youtube.com/BerserkerSTARS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= -- Press Ctrl + F and type in the code listed beside each section for -- - quicker navigation through the guide - --- --- -- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00] -- The Basics of Using Chris . . . . . . . . . . . . . . . . . . . . . . [BA00] -- Chris in The Mercenaries . . . . . . . . . . . . . . . . . . . . . . [TM00] - Chris (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [TM01] - Chris (Safari) . . . . . . . . . . . . . . . . . . . . . . . . [TM02] - Chris (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . . [TM03] -- Chris in The Mercenaries Reunion . . . . . . . . . . . . . . . . . . [MR00] - Chris (Warrior) . . . . . . . . . . . . . . . . . . . . . . . [MR01] - Chris (Heavy Metal) . . . . . . . . . . . . . . . . . . . . . [MR02] -- The Mercenaries Stages with Chris . . . . . . . . . . . . . . . . . . [ST00] - Public Assembly . . . . . . . . . . . . . . . . . . . . . . . . [ST01] - The Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST02] - Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST03] - Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . [ST04] - Experimental Facility . . . . . . . . . . . . . . . . . . . . . [ST05] - Missile Area . . . . . . . . . . . . . . . . . . . . . . . . . [ST06] - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST07] - Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08] -- The Mercenaries Reunion Stages with Chris . . . . . . . . . . . . . . [RS00] - Public Assembly . . . . . . . . . . . . . . . . . . . . . . . . [RS01] - The Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . [RS02] - Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . [RS03] - Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . [RS04] - Experimental Facility . . . . . . . . . . . . . . . . . . . . . [RS05] - Missile Area . . . . . . . . . . . . . . . . . . . . . . . . . [RS06] - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . [RS07] - Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . [RS08] -- Chris Player Youtube Channels . . . . . . . . . . . . . . . . . . . . [YT00] -- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE TO THE READER If you need information on the basics for Resident Evil 5, please refer to my original Mercenaries or Mercenaries Reunion guide on GameFAQs. This guide is written with the assumption that you know the basics of The Mercenaries and The Mercenaries Reunion. Basically, you are already familiar with melee killing to get a +5 second bonus per kill and you know that bosses need to be saved in Mercenaries Reunion to get the highest score. If you don't know things like that then visit my Mercenaries and Mercenaries Reunion guides. This guide is meant for a player that wants to try to obtain high scores with Chris in Resident Evil 5's The Mercenaries and The Mercenaries Reunion modes. If you want to just get easy SS ranks with Chris in The Mercenaries or The Mercenaries Reunion, this guide will still help, but you'd be better off checking my original Mercenaries or Mercenaries Reunion guide on GameFAQs. If you want high scores with Wesker then go to Youtube and learn about his Cobra Strike and Dash. You'll only find information about Uppercuts and Straight punches here. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [IN00] =============================================================================== - - I N T R O D U C T I O N - - =============================================================================== Chris Redfield is the main character in the story mode of Resident Evil 5 and also one of the Mercenaries characters in both The Mercenaries and The Mercenaries Reunion. Much like some of the weaker characters in Resident Evil 4's Mercenaries mode, Chris' weapon assortments makes him a harder character to use when compared to some of the other characters in The Mercenaries. In Resident Evil 5 Mercenaries, Wesker is easily the dominant character for reaching a high score with his Cobra Strike head stun melee that can kill normal Majini without prior damage and his dash melee that can be used to set up multiple melee kills and save melee kills on weakened Majini. When it comes to all character types in The Mercenaries, Chris and Sheva are much more limited since they must damage prior to most melees and they both have trouble saving melee kills on weakened Majini. In Mercenaries Reunion, Chris is actually one of the hardest characters to play - Sheva is arguably more powerful than Chris in Mercenaries Reunion. All five of the Chris types in The Mercenaries and The Mercenaries Reunion are useful in their own way and this guide's main focus is to give you an extremely detailed look at each of them. Having played almost no other character but Chris Redfield in Resident Evil 5's The Mercenaries and The Mercenaries Reunion for the past few years, I feel that I can easily say that I know how to use him quite well. To sum it all up, this guide comes from one of the most dedicated Chris Redfield players that you will find in the Resident Evil 5 Mercenaries community... and one that has been there since the beginning! - Berserker (Berserker Kev) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = RE5 MERCS STAGE STRATEGIES -- DUO Public Assembly - http://tinyurl.com/3h5d89o The Mines - http://tinyurl.com/3m236ud Village - http://tinyurl.com/3v9dw2l Ancient Ruins - http://tinyurl.com/3ugx9yk Experimental Facility - http://tinyurl.com/3k9bmjr Each posting is a collection of videos showcasing strategies per stage along with a text explanation of each stage strategy. Keep checking my blog for posts on other stages and upcoming posts on solo strategies. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SEEKING HELP If you need ANY type of help with anything related to Resident Evil 5's The Mercenaries or The Mercenaries Reunion, you can always contact me. If you need help with any Chris type, I can help out greatly. Email: berserker_kev(at)yahoo(dot)com Site: www.berserkersblog.blogspot.com Youtube: www.youtube.com/BerserkerSTARS Xbox LIVE: Berserker Kev PSN: Berserker_Kev Don't send friend requests please. My gamertags are listed for messaging me since I'm online through Xbox and PS3 quite a bit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = [BA00] =============================================================================== - - T H E B A S I C S O F U S I N G C H R I S - - =============================================================================== =============== A LOOK AT CHRIS =============== STARTING HP (for all Chris types): 1000 Each Chris type starts with 1000 hit points (HP). He starts out with the same amount of HP as all characters. Majini attacks take the same amount off of every character in both Mercenaries and Mercenaries Reunion. Chris has the following variations in The Mercenaries and The Mercenaries Reunion: -- BSAA Chris Featured Mode: The Mercenaries Outfit: BSAA combat gear Inventory: M92F Handgun (with 50 handgun bullets) 50 Handgun Ammo Ithaca M37 Shotgun (with 20 shotgun shells) 30 Shotgun Ammo 5 Hand Grenades 1 First Aid Spray -- Safari Chris Featured Mode: The Mercenaries Outfit: Black and white striped zebra shirt and pants Inventory: SIG P226 Handgun (with 16 handgun bullets) 30 Handgun Ammo M3 Shotgun (with 10 shotgun shells) 10 Shotgun Ammo 2 Rocket Launchers -- S.T.A.R.S. Chris Featured Mode: The Mercenaries Outfit: S.T.A.R.S. gear (from Resident Evil 1) Inventory: SIG 556 Machine Gun (with 65 machine gun bullets) 150 Machine Gun Ammo S&W M29 Magnum (with 12 magnum bullets) 6 Magnum Ammo 1 Grenade Launcher (with 12 electric rounds) -- Warrior Chris Featured Mode: The Mercenaries Reunion Outfit: Slick back hair, sunglasses, spiked elbow pads, tight black pants, black boots Inventory: H&K P8 Handgun (with 25 handgun bullets) 30 Handgun Ammo Hydra Shotgun (with 10 shotgun shells) 15 Shotgun Shells 1 PSG-1 Rifle (with 15 rifle bullets) -- Heavy Metal Chris Featured Mode: The Mercenaries Reunion Outfit: Heavy metal armor and gatling gun with metal backpack Inventory: Gatling Gun (with infinite bullets) Stun Rod 3 Hand Grenades 3 Proximity Bombs 1 Melee Vest 1 Bulletproof Vest ================ PLAYING AS CHRIS ================ Playing as Chris is almost like playing a card game in a way - you play the cards you receive and take your chances with whatever hand you are dealt. All Chris types in The Mercenaries and The Mercenaries Reunion rely on leg stuns at some point. Some Chris types rely fully on leg stuns in order to melee kill. A Chris player is always at the mercy of luck with a leg stun at certain points. Even if you use the head stun Chris types (Safari Chris and Warrior Chris) there will come points where a leg stun will be needed. With Chris, you take advantage of whatever circumstances you are given and make choices based on the current situation. Sometimes luck will not work in your favor but you can redeem yourself later in a run by making a good choice based on new developments. Sometimes luck will be with you a great deal and you can completely maximize and take advantage of the choices you are given. Overall, Chris is a character of luck to some degree, but no matter what type of luck you have, Chris players need to have the skill and the knowledge of how to use that luck to their advantage or fight their way out of a bad luck situation in order to score high with him. One thing is for sure, Chris takes a lot of patience to play. Even the most skilled players will have to give in to bad luck with leg stuns no matter how much experience they have in using him. A leg stun Chris type such as STARS and BSAA can't aggressively attack a crowd by performing stomps from constant knockdowns on Majini - he needs that leg stun for an uppercut, but sometimes, no matter how many leg shots are made, that leg stun will simply... not activate. ================================== RECOMMENDED CONTROL TYPE FOR CHRIS ================================== The best control type for using Chris in Mercenaries is subject to opinion, but I use control type B. I started out as a Type D player, but switched over to type B after 6 months of playing Mercenaries after seeing the advantages of the camera turn. With the quick camera turn, a player can quickly fire shots through a crowd and turn quickly to face Majini that would take longer to turn toward with a simple quick turn. A Chris player needs to be able to respond quickly to a Majini that is to his side when one is nearby to avoid an attack or grab and type B or type A will give a player that advantage. The button layout for type A controls keeps me from using it. The melee and firing button are the same button unlike type B controls, so a player can't easily stand near a stunned boss and continue to fire before performing a melee to finish it off. A player can hold down on the firing button then release it really quick and tap it again to melee the boss while up next to the boss while using type A, but type B is so much easier overall since a player can just stand next to the boss and weaken the boss with gunfire then tap a different button to hit it with a melee. NOTE: If you plan to play solo mode with any Chris type, type A or type B controls are VERY much needed. Solo mode is unkind to any character without the ability to use the camera turn and with Chris, the mode is pure evil without the ability to turn very quickly when surrounded by enemies. ============================================== QUICK CAMERA TURN (Type A and B controls only) ============================================== The Quick Camera Turn, often called the "Quarter Turn", is a camera exploit that can be performed with Type A and B controls. With A and B control types, the camera is controlled with the right thumbstick, so a player can turn the thumbstick in any direction in order to rotate the camera in that direction. When you press the aiming button while turning the camera your character will instantly turn and aim in that direction. Aiming button for Type A = RT/R1 Aiming button for Type B = LT/L1 A player can perform several Quick Camera Turns in a row while holding any type of gun weapon or grenade/egg weapon. The Quick Camera Turn is performed MUCH quicker while holding a grenade or egg weapon. If you want to see it in action, equip a grenade/egg and then hold to the side with the right thumbstick then quickly tap the aiming button to make your character turn extremely fast to where you might get dizzy from watching the viewpoints as they switch. A player can also aim with the camera while using type A or B controls. Basically, think of the center of the camera as your character's gun laser. When you turn the camera to the side then quickly aim, your character will be aiming toward the center of that camera angle view. So, you can turn the camera toward the head of a Majini then aim and fire instantly at the Majini's head. The same can be done for any other part of the Majini's body. ======== LAG SHOT ======== The lag shot is a term associated with firing a shot to set up a stun and then firing a shot from close range and doing a melee DIRECTLY after firing the second shot. The lag shot is much easier to do in a duo game when lag is present. It can be done without lag, but the combination has to be entered very quickly! The lag shot allows a player to take advantage of an early Majini stun and instantly kill a Majini by having a weakening shot and a melee performed in one combined sequence. Here's an example of a lag shot sequence with BSAA Chris: BSAA Chris melee kill (without lag shot) M92F leg shot -> M92F leg stun shot -> Uppercut BSAA Chris melee kill (with lag shot) M92F leg stun shot -> (move close to Majini) -> M92F lag shot + Uppercut Basically, a player is combining the second shot needed for damage and the melee in a near instant combination. With Type B controls on Xbox, a player will want to get a leg stun then rush up and aim and then fire at any portion of the Majini with RT then immediately press X afterwards to activate the Uppercut. So basically, the sequence would be done as follows for Type B controls: Melee Kill Sequence: BSAA Chris melee kill (with lag shot) Actions: M92F leg stun shot -> M92F lag shot + Uppercut Description: Hold LT then tap RT to fire -> run up to the stunned Majini and hold LT then tap RT to fire then IMMEDIATELY press X to activate the uppercut right after the shot. ==================================== PLAY DUO MODE AND SOLO MODE AS CHRIS ==================================== -- SOLO MODE Solo mode pits one player against all stage enemies per stage and it is on the difficulty of Normal for the main game. One player is in charge of keeping the full combo with his/her own actions and the player must activate all spawns within a stage based on the player's movement and overall killing speed. One thing that is easily noticeable in solo mode for a Chris player is the recovery period for when a Majini falls. In solo mode, a Majini is more likely to stay down on the ground for a good five to six seconds compared to duo mode's near instant recovery. It's often a good idea to ground multiple Majini more often in solo with Chris since they will remain on the ground long enough to where they can be stomped one right after the other. -- DUO MODE Duo mode allows a player to team up with another player and it is on the difficulty of Veteran for the main game. Both players are in charge of keeping the combo, so you will have a helping hand once the combo gauge starts to fade. Since two players will be performing melee kills, time will often rise faster and so will the score in duo play. In duo mode, enemies will sometimes almost instantly get up from the ground once knocked down. This is very noticeable to a Chris player. Grounding multiple Majini in a row is not always good to do in duo that often since the Majini recover quicker - basically, you might ground one Majini with shots then ground another and stomp the first only to have the second Majini recover as you run toward it, which can cost you time. VERY IMPORTANT: If you only play one mode all the time, you're going to be bad at the other mode in some way due to difficulty adjustment. It's good to play both solo and duo Mercs. Skills in Mercs are obtained by playing both modes and not whoring only one. If you only play duo, you'll likely remain very dependent on a partner and your gameplay will suffer in tense situations because of that. If you only play solo, you will not be adjusted to the higher level of aggression or lag that you will have to put up with in duo mode. One problem that I see with several players that only play duo is that they are too single enemy focused. They put all of their attention on one enemy instead of quickly spreading damage among all enemies in a crowd. Solo mode gets so tense that a player is forced to weaken multiple enemies since the crowds can be much larger. Because of gameplay such as this it's very important to play solo mode to practice. You don't have to play it for a high score - just play it for practice. =========== PLAY VERSUS =========== Versus helps to make you quicker at inventory navigation and it can help to speed up your gameplay. Team Survivors and Survivors is the best mode to play in order to help speed up your gameplay. Seconds count when you are forced to quickly navigate through an ever-changing inventory like in Versus. Versus is overall really good practice for speed in RE5 gameplay. Team Slayers and Slayers can be good for learning the enemy spawning per stage. It's an excellent way to learn to pick out scripted criticals and plagas also! ================================================= BSAA, SAFARI OR S.T.A.R.S IN ORIGINAL MERCENARIES ================================================= Overall, S.T.A.R.S. Chris is easily the best Chris type out of the available Chris types in the orignal Mercenaries mode. He has some sort of projectile weapon for all situations. He is the only Chris with a magnum, he has a quick melee setup that only BSAA Chris can rival and he has the possibility of nitrogen rounds and flash rounds for his grenade launcher. Using a machine gun, he will get more chances at setting a Majini up for an uppercut melee kill and he can can save melee kills on weakened Majini by stunning them with flash rounds. He can often melee kill most bosses also! Other than his rocket launchers for quick boss killing, Safari Chris has no true advantage. He actually has more flaws than advantages thanks to his high critical rate from his handgun, shotgun and his main melee kill setup. His main melee kill combination (headshot + straight) has a chance to not kill also. The straight must hit the front portion of the Majini and even then there is still a chance that it might not kill. BSAA Chris would be just as powerful as S.T.A.R.S. Chris with a magnum, but unfortunately he is stuck with only the weakest shotgun in The Mercenaries. His main melee kill setup is very easy and he sometimes seems to get easier leg stuns when compared to STARS Chris (all leg stuns are random though, so this is arguable). With no magnum or other powered weapon, fighting against plagas spawns and bosses are his main downfall. ============================================= WARRIOR OR HEAVY METAL IN MERCENARIES REUNION ============================================= When it comes to solo play in Reunion, Warrior has a major advantage over Heavy Metal Chris - Warrior Chris has a shotgun that can kill bosses quickly! Heavy Metal Chris has problems stunning and weakening bosses in both solo and duo, but with a good partner in duo, he can actually be a better team mate than a Warrior Chris partner. Heavy Metal Chris excels in building time with his stun rod. He can literally melee kill ANY type of enemy in the game because of his stun rod. If he were in the original Mercenaries game, S.T.A.R.S. Wesker would have a definite rival for high scoring on Experimental Facility. Building time with his stun rod makes Heavy Metal Chris a good choice for duo Reunion, but you'll still have the flaw of not being able to kill bosses quickly, so a partner will need to take over for killing bosses or you will have bear down on a boss with intense gatling gun firepower in order to kill it. Warrior Chris is basically a Safari Chris without flaws besides some slight problems in stunning a boss with only a shotgun. He doesn't have any rocket launchers for quick boss killing, but his main melee setup (headshot + straight) will always kill and Warrior Chris can be quite good for Wetland Majini - leg stun shot -> Uppercut. ============= CHRIS' MELEES ============= -- The table below shows all of Chris' melees for normal RE5 MERCENARIES. .-----------------------------------------------------------------------------. | Melee Command | Type of Melee | Damage | Special | |=========================================================|===================| | Straight | Head Stun Melee | 400 | Possible critical | | Hook | Arm Stun Melee (front) | 250 | Possible critical | | Kick | Arm Stun Melee (back) | 250 | N/A | | Uppercut | Leg Stun Melee (front) | 400 | Possible critical | | Neck Breaker | Leg Stun Melee (back) | Kill | Cancels plagas | | | | | spawn | | Stomp | Ground Melee | 600 | Critical if aimed | | | | | at Majini's head | | Haymaker | Tag Team Melee (front) | 3,000 | Cancels plagas | | | | | spawn | | Back Hand | Tag Team Melee (back) | 3,000 | Cancels plagas | | | | | spawn | | Top-down Punch | Partner Assist Melee | 500 | N/A | | Uppercut | Counter Melee on Licker Beta | 600 | Sets up stab | | | | | melee on Licker | | Stab | Ground Melee on Licker Beta | 1,200 | N/A | '-----------------------------------------------------------------------------' Overall, Chris' straight and his uppercut are his most powerful standing melees. Both of them are easily capable of hitting more than one Majini for multiple melee kills. His stomp takes off 600 damage no matter if it hits an enemy while it stands or is on the ground and it can hit multiple Majini rather easily as well. The stomp is his most damaging normal melee - it's easy to set up and it's very quick. Chris has the fastest ground melee in The Mercenaries. Chris' neck breaker is an instant kill on normal Majini and it cancels plagas spawns but it is single kill only and slower than his straight or uppercut, which means you should avoid performing it often since it gives very little time advantage. Try to only neck break powerful Majini that require a bunch of damage to kill (Torch Majini, Agitator) or neck break scripted Cephalo Majini (Majini that will always become a Cephalo unless instant kill meleed). -- The table below shows all of Chris' melees for RE5 MERCENARIES REUNION. ALL CAPS = New melee or a melee with higher damage than The Mercenaries mode. .-----------------------------------------------------------------------------. | Melee Command | Type of Melee | Damage | Special | |=========================================================|===================| | STRAIGHT | Head Stun Melee | 600 | Possible critical | | Hook | Arm Stun Melee (front) | 250 | Possible critical | | Kick | Arm Stun Melee (back) | 250 | N/A | | UPPERCUT | Leg Stun Melee (front) | 450 | Possible critical | | Neck Breaker | Leg Stun Melee (back) | Kill | Cancels plagas | | | | | spawn | | RISING UPPER | * Special Leg Stun Melee | 2000 | N/A | | | (front) | | | | HAMMER ELBOW | * Special Leg Stun Melee | 1500 | Possible critical | | | (back) | | | | Stomp | Ground Melee | 600 | Critical if aimed | | | | | at Majini's head | | Haymaker | Tag Team Melee (front) | 3,000 | Cancels plagas | | | | | spawn | | Back Hand | Tag Team Melee (back) | 3,000 | Cancels plagas | | | | | spawn | | Top-down Punch | Partner Assist Melee | 500 | N/A | | Uppercut | Counter Melee on Licker Beta | 600 | Sets up stab | | | | | melee on Licker | | Stab | Ground Melee on Licker Beta | 1,200 | N/A | '-----------------------------------------------------------------------------' * Chris can only perform these special leg stun melees in duo mode while paired with a Barry or Rebecca partner. In Mercenaries Reunion, Chris gains the advantage of a more powerful straight and uppercut. His straight takes off 600 damage in Mercenaries Reunion and his Uppercut takes off 450 damage. The raise in uppercut damage does not really help out as much as the added straight damage. Both Warrior and Heavy Metal Chris can kill off any normal Majini with a shot to any portion of the body along with a straight punch. The Rising Upper and Hammer Blow melees are special melees that can only be performed in duo mode. Chris needs to have a Barry or Rebecca partner in order to perform either of these special melees. His Rising Upper melee will take the place of his uppercut and his Hammer Elbow melee will take the place of his neck breaker. Having special melees with Warrior Chris can be bad in stages with scripted plagas however. Since Warrior Chris will not have his instant kill neck break, every scripted plagas in a stage will be activated on his side since he will not have a melee to cancel them. With Heavy Metal Chris, he always has his stun rod to cancel scripted plagas. ======================= CHRIS' MELEE PROPERTIES ======================= -- The table below shows how Chris' melees can hit a Majini .----------------------------------------------------------. | Melee Command | Melee Range | |==========================================================| | Straight | Standing/Hits directly ahead | | Hook | Standing/Grounded/Hits to Chris' right | | Kick | Standing/Grounded | | Uppercut | Standing/Grounded/Hits to Chris' right | | Neck Breaker | Standing (grab) | | Stomp | Standing/Grounded | | Haymaker | Standing | | Back Hand | Standing | | Top-down Punch | Standing | | Stab | Standing/Grounded | '----------------------------------------------------------' It's very important to know whether Chris' melees will hit standing enemies only or standing enemies and grounded enemies. Melees that hit grounded enemies will likely hit the enemy's legs when Chris hits a fallen enemy, therefore Chris will have to damage that grounded enemy just a little more when compared to a standing hit with that same melee. Chris' uppercut and his stomp are his best melees to hit grounded enemies. The uppercut will often hit an enemy's legs while an enemy is grounded and take off 360 damage, which is 400 damage minus 10% for hitting the legs of a Majini. In order to hit a grounded enemy with an uppercut, Chris has to set a Majini up for a leg stun and have a damaged Majini below the stunned Majini - basically, his uppercut will hit and kill the fallen Majini on the ground while it hits a standing Majini. In order to kill the grounded Majini, it must be weakened enough to where the uppercut will kill it, otherwise, the Majini will be raked off the ground by Chris' fist and the Majini will fly into the air then hit the ground and get up instantly after the fall, which is basically the waste of a melee kill if Chris doesn't have a flash explosive to restun it without damaging it. Chris' Hook and his Kick can both hit grounded Majini, though they very much lack range and they are both weak. NOTE: Chris' Hook and Uppercut are both more likely to hit enemies from Chris' right side rather than his left. Be sure to keep this in mind while trying to angle his uppercut to hit an enemy. .------------------------------------------------. | Melee Command | Type of Attack | |================================================| | Rising Upper | Standing/Grounded | | Hammer Elbow | Standing | '------------------------------------------------' In Mercenaries Reunion, Chris' Rising Upper will hit grounded enemies which helps out GREATLY for setting up multiple melee kills. Since Chris' Rising Upper takes off 2000 damage there is no need for damaging a fallen enemy prior to performing it. Sadly, his Hammer Elbow will not hit a grounded enemy but it can hit multiple standing enemies. ============================== MULTI MELEE KILLING WITH CHRIS ============================== Multi melee killing is when you hit more than one Majini with a melee and kill them both in the process. The game will only display +5 seconds, but if you look at the timer in the middle of the screen, you will gain +5 seconds for every Majini that is hit with a melee for the blow, so if you hit two Majini, you'll gain +10 seconds. Chris can multi melee kill with any of his melees other than the neck breaker, which is single kill only with its grab animation. It's very helpful to know how each melee can hit a Majini. Refer to the table up above where each melee is listed as being able to hit standing or grounded enemies. It's much easier to get a multi melee kill with a melee that can hit grounded enemies. VERY IMPORTANT: The main goal with each Chris type (especially STARS, BSAA and Heavy Metal) is to spread damage across multiple enemies through gunshots that are fired at each of them then work all of the weakened enemies into one melee. Here's a breakdown of how to multi melee kill with each of Chris' melees: -- Straight (Standing only) Chris' straight has a random chance at splattering a Majini's head with a critical hit much like a handgun. This can help him to kill multiple Majini at the same time with one straight but it's more a stroke of luck than anything. The straight punch can hit an undamaged Majini in the process of hitting another Majini and actually kill the undamaged Majini through a critical hit to head - the critical froma straight is completely random. Since Chris' straight has the most range out of any of his melees, the straight can be a good way to hit weakened Majini. Chris can easily maneuver around a weakened Majini then get a headstun on another and stand near the stunned Majini then activate the straight so that it hits both the stunned and weakened Majini. As mentioned above, he can also get random criticals on undamaged Majini while hitting a stunned Majini to kill more than one at the same time. -- Uppercut (Standing and Grounded) The uppercut is far superior to other melees when it comes to gaining multiple melee kills with it. Since it can hit grounded enemies, Chris can easily hit multiple enemies with one uppercut. You'll actually want to aim his uppercut, by stepping to the side of a Majini when one is grounded near another. Keep in mind that while a Majini is on the ground, Chris is more likely to hit the Majini's legs, which takes off 10% less damage. Chris will be taking off 360 damage instead of the full 400 damage from an uppercut when he hits a grounded Majini most of the time. Any Chris type can take adantage of the uppercut for setting up multiple melee kills. You need to weaken one Majini and then leg stun another Majini near that weakened Majini then perform Chris' uppercut so that his fist hits both of them. If the weakened Majini has fallen near the stunned Majini, Chris' uppercut will hit the fallen Majini while it is on the ground - remember that the uppercut will take off 360 damage at that time however. Whenever you have a situation where a grounded Majini is right below a Majini that Chris just leg stunned, any Chris type can shoot the grounded Majini to damage it enough to where an uppercut will kill it then uppercut the standing Majini and melee kill the fallen Majini in the process. It's so useful to know this for BSAA Chris and STARS Chris. Obviously, you will need to know how much damage was delivered to the grounded Majini before doing so though. VERY IMPORTANT: Keep in mind that Chris' uppercut will mainly hit to his right side. Try to aim all uppercuts so that the Majini that is about to be hit is to Chris' right before activating the uppercut melee. -- Stomp (Standing and Grounded) The stomp can be just as useful as the uppercut for gaining multiple melee kills, but it's not always easy to sep up a multiple stomp most of the time. You'll mainly get a multi stomp by chance. The most common way to set one up is to uppercut two Majini that stand in a line (one behind the other) then stomp them both. A player can also stand by one leg stunned Majini and wait as another runs behind the stunned Majini then uppercut them both and stomp them both afterwards. Chris can also lure a weakened standing Majini toward a weakened fallen Majini then stomp as the standing Majini reaches in to grab so that his foot hits both Majini at the same time. Besides the hilarious site of watching the standing Majini fall back with the force of a Redfield boot, you'll gain a multi melee kill. The most important part about hitting multiple grounded Majini with a stomp is to make sure that they fall to where one portion of a Majini touches the other portion. For instance, a leg might overlap a Majini's body and when Chris stomps he hits both the body of one Majini and the leg of the other Majini. Aim for the portion where they both overlap each other then stomp to hit them both. NOTE: Keep in mind that Chris' stomp can hit a Majini leg and take off 540 damage instead of the full 600 damage. This can happen sometimes when attempting to stomp more than one Majini. It can mess up a melee kill for STARS Chris and BSAA Chris the most out of any Chris type since their main melee weapons damage the least - basically, if the Majini is not damage enough, it will only be weakened. -- Hook/Kick (Standing and Grounded) It's very hard to gain a multiple melee kill off of a hook or kick melee. Since they can hit grounded Majini, they have a good chance to hit multiple Majini when a weakened ground Majini stands by a Majini that is arm stunned however. They have the potential to hit standing weakened Majini as well. The Hook is more likely to hit standing Majini thanks to its wide range. Using the hook or kick for a multi melee kill is really not something you'll want to try to set up however. Multi melee killing with Chris' two arm stun melees is more of a Kodack moment than a true useful strategy. It's kind of like that one day when you accidentally stomped a chicken - it's a rare occurrence. NOTE: Be sure to keep in mind that a hook will hit more toward Chris' right side much like his uppercut melee, so a player will want to try to work Majini to his right side when attempting to hit more than one. -- Rising Upper (Standing and Grounded)/Hammer Elbow (Standing) [Reunion] When paired with a Rebecca or Barry partner in Mercenaries Reunion, Chris will gain his powerful Rising Upper and Hammer Elbow, which will greatly increase his chances for multi melee killing. Both of these melees will kill Majini without the need for prior damage. A good tactic to use when you get a leg stun on a Majini is to stand by the stunned Majini and allow other Majini to gather then perform the Rising Upper melee to hit several Majini at one time. Chris' Rising Upper allows him to hit grounded enemies, so it's really the best of the two special Reunion melees when it comes to hitting multiple Majini. -- Stab (Standing and Grounded) Chris can actually get multiple melee kill off of a stab on a Licker Beta, but this is extremely luck base considering how hard Lickers are to flip over and set up for melee. Naturally, you can only do this on Experimental Facility. This is best done on the ramps on the bottom floor or the stairs of the top floor. Basically, Chris will stab one Licker Beta then hit another Licker Beta or Base Majini with his knife in the process. The stab takes off 900 damage, so it will kill any Licker or Base Majini that Chris hits with the knife regardless if he hits them in the leg or body. ============================== SAVING A MELEE KILL WITH CHRIS ============================== Unlike Wesker, Chris has no dash and no way to save a melee kill unless you play as Heavy Metal Chris, who has a stun rod to save melee kills. Chris has to rely on stuns alone to set up melees and sometimes, he will not always get them, especially in the case of BSAA Chris or STARS Chris with their random leg stun play. -- Low damaging knife stun With other Chris types aside from Heavy Metal Chris, you'll need to figure out just how much damage a Majini can take before it dies from gunfire. After the final shot, to where the Majini cannot survive another shot, run up to it and equip the knife then slash its legs to attempt to get a leg stun on it. The amount of slashes that Chris can hit the weakened Majini with will vary depending on Chris type since they will take different amounts of damage with their weapons. Keep in mind that the knife takes 45 damage per leg slash. -- Flash explosive save A flash round with STARS Chris or a flash grenade can help to save a melee kill also. Use a flash explosive the moment that a Majini cannot take anymore damage to stun it and set it up for a Straight melee kill. One thing to keep in mind is that Chris' straight can cause a critical which can increase the chances for random Cephalos. NOTE: A direct hit with a flash round will take 100 damage, so shoot the weakened Majini indirectly. Flash rounds will cause cocktail Majini to burst into flames and it will make dynamite and explosive arrow Majini explode. -- Luring Weakened Majini into melees on other Majini Chris can stun a Majini then lure a weakened Majini into the melee. This is best done with Chris's uppercut or straight but it can also be done with his other melees as well. Naturally, this will take some good timing but this can be one of Chris' best way to save a melee kill overall since it's quick. It's best to stand by a stunned Majini and wait for a weakened Majini to reach out for a grap or attempt to hit Chris then perform the melee as the weakened Majini moves in. -- Luring Weakened Majini into a time bonus hit Besides looking pretty hilarious, a player can lure a weakened Majini toward a time bonus then hit the time bonus and the Majini with Chris' Hook. You won't just gain +30 seconds from that time bonus hit, it will be more like "+30 seconds... No wait! +35!" -- Falling on a weakened Majini If a Majini is standing beside a ledge and Chris shoots it, the Majini will fall and take 350 damage from the fall. When the Majini falls, quickly run over to the ledge and fall along with it. If Chris hits the dying body of the Majini (falls on it), he will receive +5 seconds for a melee kill. If Chris hits the grounded body BEFORE it has been on the ground for too long, he can stomp the Majini for a brief period before it recovers if the Majini is still alive. It's best to plan stuff like this out since Chris has to fall along with the Majini basically - anticipate the fall after a shot to a Majini that stands near a ledge. ================================= SHOOTING A MAJINI FROM A DISTANCE ================================= When an enemy is at a distance, a Chris player can quickly shoot the Majini in any portion of the body, based on the Majini type, to keep it from setting up an attack. This is VERY useful for dynamite and cocktail Majini. A shot from a distance will cancel the lighting of a stick of dynamite and it will cancel the throwing animation of any weapon. Shooting a Majini just to stagger it is also a good tactic for working your way around it to keep Chris from getting surrounded. If one Majini is in front of Chris and two Majini are behind him, shoot the one in front of Chris to quickly stagger it then run behind it and immediately turn to face all three Majini from one side. ============== ROLLING MAJINI ============== When shooting Majini that are running or sometimes just standing still they have a chance to fall to the ground and roll. Chris cannot activate a stomp command on a rolling Majini until it finishes rolling. The Majini is not considered "grounded" until it completely stops rolling. During the rolling animation, a Chris player can damage the Majini further however - this is VERY useful to know for STARS Chris. If you ever shoot a Majini once with STARS Chris' SIG 556 and it starts to roll, you have a chance to hit it one more time during its rolling animation to set it up for a stomp melee kill once it finally stops rolling. ======================================================== SHOTS + STOMP AFTER A GRAB/SHOTS WHILE A MAJINI STAGGERS ======================================================== -- Shots + Stomp After a Grab Whenever a Majini grabs your character from the behind, struggle with the Majini normally to fight it off (wiggle the left thumbstick and tap a button), then quickly aim toward the fallen Majini and shoot it to damage it and set up a ground melee kill. If you shoot fast enough, the Majini will not get up and your character will receive the ground melee command while standing over the weakened Majini. This is best done with Type A or B controls where a player can take advantage of the quick camera turn. Basically, the moment after your character fights off the Majini, aim straight it and fire to damage it then Chris can stomp it afterwards for a melee kill. -- Shots While a Majini staggers There will come a time where a Majini will get knocked off balance based on your actions and will stagger backwards and fall. The moment the Majini is in this staggering animation, a player can shoot the staggering Majini before it hits the ground in order to damage it and set up a ground melee kill once it falls. NOTE 1: Both of these techniques work for all characters, but are not needed for Jill since she already takes 1200 damage per Double Knee Drop ground melee. NOTE 2: With STARS Chris, a player will have to shoot a Town Majini twice before a stomp and with Heavy Metal Chris, a player will have to use the stun rod to damage. NOTE 3: Wetland Majini will have to be shot multiple times before they will remain grounded. One shot from any Chris type will not keep them grounded. ======================================= TIGHT SPACES FOR MELEES/FIGHTING BOSSES ======================================= -- Tight Spaces Like most characters, Chris excels greatly in tight spaces. The leg stun Chris' (BSAA, STARS and Heavy Metal) can uppercut multiple standing and grounded Majini much easier in a closed corridor and the head stun Chris' (Safari and Warrior) can knock down several standing Majini that line up in a tight corridor. Safari and Warrior Chris can fight just about anywhere thanks to their straight melee kills, but BSAA, STARS and Heavy Metal really need tight areas to rack up time from multi melee kills with their uppercuts. -- Fighting Bosses When fighting any type of boss as BSAA, STARS and Safari Chris (without a rocket launcher), it's a good idea to have Chris' back to a wall so that Majini can't get behind him while he shoots the boss. Bosses can also be stunned and Chris can run behind the boss and damage it further (use the boss as a shield) - this is especially needed for BSAA Chris and Safari Chris without a rocket launcher since it will take several shots from their shotguns to finish off most bosses. Use a hand grenade to stun some bosses with BSAA and Safari without a rocket launcher if needed. With Warrior Chris, he is much like STARS Chris in that he can kill a boss quickly, but keep in mind that his Hydra must be aimed at specific parts of the boss (Executioner's head, etc.) in order to stun some bosses easier. Heavy Metal Chris needs hand grenades or proximity bombs to stun many of the bosses he will face. He is a total sitting target while shooting a boss with his gatling gun. Thankfully, Majini can't grab him from the back so at least he does have that advantage. ================================ SPREADING DAMAGE AGAINST A CROWD ================================ This is VERY IMPORTANT to learn with any Chris type. When up against a crowd of Majini, Chris is going to have to damage each Majini in that crowd somewhat before he can perform a melee to melee kill each one. With STARS Chris and BSAA Chris, it's a good idea to fire shots at each Majini in the crowd to stagger the Majini and damage it. Once Chris gets a leg stun, a player can stand by the stunned Majini and uppercut to hit multiple Majini that have already been damage. BSAA Chris - Shoot each Majini in a crowd with one shot to the chest to stagger them then try for leg shots to get a leg stun. It's basically like a game of connect the dots. Once you connect them all... BOOYAH! Safari Chris - The BSAA Chris method can work even though Safari's handgun is more damaging, but Safari's straight can also knock down a crowd and possibly kill multiple Majini with a critical punch (without prior damage). STARS Chris - Perform a three shot spray of SIG shots down each Majini's body (starting from their chest and ending at their legs) then shoot the legs to try to get a leg stun. STARS Chris players can also shoot Majini twice in the chest and then once in the legs. Warrior Chris - Warrior Chris can take advantage of his handgun's piercing and he can be played like BSAA Chris when a crowd is present (each shot will hit and damge multiple Majini), though he will kill with his handgun shots faster than BSAA Chris, much like Safari Chris. He can be played like a more successful Safari Chris also. Heavy Metal Chris - Damage all Majini in a crowd with gatling gun fire then try for leg stuns. Pull out the stun rod if a leg stun occurs or not. You need to train yourself to pull out the stun rod a bunch just as a precaution. Heavy Metal Chris can also use his stun rod alone for crowd control. Each strike has some decent range and he hits with a wide swing - in a tight corridor, his stun rod can really shine against crowds! ===================== ITEM DODGING AS CHRIS ===================== Picking up an item off the ground will make your character invincible to any sort of harm throughout the entire item pickup animation. Just stand over the item and press the X/[] button to pick it up the instant an enemy is about to attack/grab in order to dodge. Keep your inventory open for at least one item while playing as Chris the majority of the time since he will need to pick up items in order to escape enemy attacks at times. This holds true for any character, but when playing as BSAA Chris and STARS Chris, who rely on random leg stun, you're not always going to get a stun when you need it and might run the risk of getting attacked, so your Chris might be able to pick up an item in order to dodge an oncoming attack or grab if he fails to get a leg stun in a tense situation. Heavy Metal Chris in Reunion is like a punching bag when it comes to attacking Majini with him since he must get up close a good bit of the time so item dodging can be extremely important for him. Thankfully, he needs no ammo, so he is free to pick up a good bit of items in order to dodge. ========================== LAG WITH CHRIS IN DUO MODE ========================== In duo mode, a Chris player can have a major disadvantage while playing as STARS Chris and BSAA Chris. He already has to rely on a random leg stun to gain his best melee kill setup, but toss in the fact that you will have to wait a certain amount of seconds for the random stun to activate along with the possibility for an unregistered shot and you might be setting the stage for ultimate fail in your gameplay. I'll always say that playing as BSAA Chris or STARS Chris under heavy lag is so very useless. IMPORTANT FACT: Certain types of lag will decrease leg stun luck. That statement above is so very true. There are certain types of lag that will give your character few leg stun chances. It's so noticeable when you're under that type of lag. All you will receive per leg shot are tons of staggers and rare leg stuns and knockdowns. If you play with a Wesker partner in duo in normal RE5 Mercs, it's really best if the Chris player hosts the game most of the time. Let's compare the two under 3 seconds of lag: -- Chris Possible Majini reactions per leg shot fired: - possibility for a random leg stun after 3 seconds of lag in between each shot - a knockdown where Chris will have to wait a few seconds for the button prompt to appear in order to activate it ("Stomp" won't always appear instantly due to lag) - a slight stagger after 3 seconds - an unregistered shot leading to no response (aka. you didn't fire that shot) - the possibility for no leg stun at all (well, we might as well use shotgun or magnum really...) ONE ADVANTAGE: Chris can set up an easy lag shot after receiving a leg stun after the first shot - basically just run up to the leg stunned Majini and fire a shot then melee. Lag will actually make it much easier to perform a lag shot. This can help out Chris quite a bit on Wetland Majini stages where the Majini are weaker than Town Majini. -- Wesker Possible Majini reactions per head shot fired: - a stun that will ALWAYS activate after 3 seconds - a critical which will at least keep the combo going - a Cephalo which any Wesker type can easily kill with one shot if the combo is at risk - an unregistered shot leading to no response (aka. you didn't fire that shot) No character is easy to use under lag, but I feel Wesker has more advantages that allow him to cope with lag better. This is all arguable, and for players to make up their own mind about really though. The lag shot with lag can help STARS Chris and BSAA Chris out a bit, but waiting a few seconds in between leg stun chances can severely weaken them and make them more open to attacks. In Mercenaries Reunion, Heavy Metal Chris isn't really as bad under lag as BSAA Chris or STARS Chris in normal RE5 Mercs. He will still have the obvious delay after each leg shot, but with Heavy Metal Chris, he has a stun rod that can save melee kills so he's not really at that much of a disadvantage. Safari Chris and Warrior Chris both rely on head stun melees for the most part, so at least they will have same basic advantages as a Wesker player under lag... minus the overpowered weapon for killing Cephalos quickly of course. [TM00] =============================================================================== - - T H E M E R C E N A R I E S - - =============================================================================== _______________________________________________________________________________ ____ _____ | _ \ / ____| /\ /\ | |_) || (___ / \ / \ | _ > > > > > > > > > > > > > > I N V E N T O R Y BSAA Chris' M92F handgun ------------------------------------------------------------------------------- - M92F (HG) Firepower: 250 Capacity: 50 Reload Speed: 1.70 sec. Special: Critical 37.5% ------------------------------------------------------------------------------- BSAA Chris starts with a total of 100 handgun bullets altogether. He has 50 handgun ammo in his inventory and his handgun holds 50 bullets from the beginning. He will need all of that ammo plus more throughout his fights per stage since his melee kill setups usually require two shots per Majini. It's a good idea to horde handgun ammo with BSAA Chris from the beginning if handgun ammo is lying around since it is used up fast! BSAA Chris' handgun has a high critical rate which will lead to critical headshots often with each headshot on a normal Majini. This ruins melee kills and can cause random Cephalos, but it can also help in saving the combo if you don't want to risk saving the combo with a shotgun blast that may or may not kill from mid or long range. A shot to the head with the M92F handgun will often result in a critical headshot that will kill the Majini. The M92F handgun will take 250 damage per shot on a normal Majini. Two shots to set up an uppercut followed by an uppercut melee is the best way to melee kill a normal Majini with BSAA Chris to gain a 5 second bonus per melee kill. --> BSAA Chris' Ithaca M37 shotgun ------------------------------------------------------------------------------- - Ithaca M37 (SG) Firepower: 400 Capacity: 20 Reload Speed: 2.40 sec. Special: Critical 25% ------------------------------------------------------------------------------- BSAA Chris' Ithaca shotgun is his main boss killing weapon... ... Yeah, that's what I thought too when I first started playing BSAA Chris. Capcom gave the main character of Resident Evil 5 a shotgun that only takes off 400 damage per pellet and it happens to be his most powerful gun weapon! The Ithaca shotgun starts with 20 bullets in its chamber and BSAA Chris has 30 extra shotgun shells in his inventory from the start. He doesn't really need that much shotgun ammo on most stages, so a player can easily discard the 30 shotgun shells to free up inventory space. When fighting a boss with BSAA Chris, a player will often want to use a combination of his hand grenades and his shotgun to stun and weaken bosses. His shotgun alone can work well for boss stuns with proper aiming at a boss' weak point, but tossing a hand grenade is so much quicker and will remove a crowd of Majini if they happen to surround a boss (especially in solo mode). Chris' firepower for his Ithaca is 400 damage per pellet shot, so that means when you fire the shotgun at a wall, each hole that is made will take 400 damage from anything that it would have hit with that shot. Usually the shotgun will make about 7 holes in a wall, so his gun actually takes off about 2800 damage per shot for a DIRECT hit where ALL pellets hit an enemy. Normal Ithaca pellet spread: . . . . . BSAA Chris' Hand Grenades ------------------------------------------------------------------------------- - Hand Grenade Direct Hit: 1,500 Area Effect: 1,000 ------------------------------------------------------------------------------- BSAA Chris starts with 5 hand grenades in his inventory that take off 1000 damage or 1500 damage per explosion based on if the explosion is a direct hit or not. The best part about Chris' hand grenades is that they are very useful for stunning bosses and they SHOULD be used to stun bosses when several enemies crowd the boss, especially in solo mode. Yeah, you're going to ruin melee kills while stunning a boss that has a crowd around him, but if you go in with shotgun alone, just imagine the time you'll be wasting when getting grabbed and possibly getting knocked into dying status while trying to stun that boss without a hand grenade! BSAA Chris' hand grenades are very useful for breaking open cracked walls to make short paths in Public Assembly or Prison. His hand grenades are good for killing the chicken in each stage also. There is really no need to pinpoint aim with the handgun when Chris can just toss a hand grenade that will knock that little clucker out with a wide area range explosion. Sometime pinpointing aiming at the chicken with the handgun and shooting it is better since you don't run the risk of ruinining melee kills however. Chris' hand grenade is also a really good method to defeat Cephalos that spawn from a Majini and still keep the combo in solo mode. The moment a Cephalo spawns, Chris can quickly toss a hand grenade at the foot of the Cephalo and the direct hit explosive blast will instantly kill the Cephalo. Again, the hand grenade will ruin melee kills when tossed at a Cephalo in a crowd, but it will instantly rid Chris of that Cephalo nuisance. The same can be done for Duvalias also - hand grenades are actually PRICELESS against Duvalias since one direct explosion can kill them while the Majinin mutates into the Duvalia! __________ ___________ RE5 Mercs \________________________________________________________/ BSAA Chris > > > > > > > > > > > > > D A M A G E L I S T I N G > > > > > > > > > > > B A S I C M E L E E K I L L S M92F Leg shot -> Uppercut (250 damage + 225 damage + 400 damage) ******************************************************************************* A chest shot followed by a leg shot and then an uppercut is the bread and butter of BSAA Chris' melee kills for normal Majini. Since a leg stun is random, the leg shot may not be activated on the second shot and Chris may have to shoot the legs of the Majini one more time for another chance at a possible leg stun. If that doesn't work, he will have to resort to knife slashing the Majini in the legs of using a flash grenade to stun it for a final attempt at a melee kill. Any normal Town Majini will die from the fourth M92F shot to any portion of the body. -- MELEE KILL COMBINATION 2 ******************************************************************************* M92F Leg shot -> M92F Leg shot -> Uppercut (225 damage + 225 damage + 400 damage) ******************************************************************************* Shooting the legs twice is another option for a Chris player to set up an uppercut. Why would you want to shoot the legs twice and risk a knock down on the first shot? Well, when up against a crowd of Majini, you're little Chrisy will be begging for a leg stun to avoid the attacks or grabs from the Majini mob in front of him. Constantly shooting only the legs can be a good choice for a BSAA Chris player that is up against a big crowd of Majini. -- MELEE KILL COMBINATION 3 ******************************************************************************* M92F Leg shot -> Stomp (225 damage + 600 damage) ******************************************************************************* If a Majini is tripped by a single stomp, Chris can run up to the Majini and stomp it on the ground for a melee kill. An M92F shot to any portion of the body will guarantee that a stomp will kill most normal Majini. NOTE: If the stomp hits the legs of a Majini after a leg shot the stomp will not kill. This can be a flaw of shooting the legs of a Majini from the beginning when attempting to get a double stomp - basically, Chris accidentally stomps the legs of one Majini and ruins the melee kill on that Majini. -- MELEE KILL COMBINATION 4 ******************************************************************************* M92F Leg shot -> Neck Breaker (225 damage + instant kill) ******************************************************************************* A neck breaker is an instant kill on any type of Majini. Get a leg stun through an M92F shot then step behind the Majini to get the neck breaker command then press the button to activate the neck breaker to instantly kill it. Besides instantly killing a Majini, the neck breaker will also stop scripted plagas spawns from a Majini. If a Majini WILL spawn a plagas enemy from any other type of kill, Chris can cancel that Cephalo spawn by performing a neck breaker on the Majini. -- MELEE KILL COMBINATION 5 ******************************************************************************* Knife Slash legs -> Uppercut (45 damage + 400 damage) ******************************************************************************* Alright, so you've weakened the Majin down to where the fourth shot will kill it. Whatever shall you do for that +5 bonus now? Well, you could try for a leg stun with Chris' machete (knife). His knife takes only 50 damage (45 for a leg slash), so you'll get a few chances. The main problem with doing this is that Chris will be wide open to surrounding Majini attacks and grabs. Only try for this if only a few Majini are in the area. This is a better option for duo play rather than solo since you'll have few enemies at a time most of the time in solo - keep in mind that enemies are more aggressive in duo though! Out of all the Chris types, BSAA Chris will have to resort to a knife slash the most to gain a stun for a melee kill. He damages the most and has to rely almost fully on leg stuns. Head shots are almost complete fail with BSAA Chris unlike Safari Chris since BSAA Chris' handgun will almost always result in a critical head shot and, unlike STARS Chris, his main weapon for melee setups takes off more. __________ ___________ RE5 Mercs \________________________________________________________/ BSAA Chris > > > > > > > > > > F U L L M E L E E K I L L L I S T M92F leg shot -> Uppercut M92F leg shot -> M92F leg shot -> Uppercut M92F leg shot -> Stomp M92F leg shot -> Neck Breaker M92F chest shot -> M92F chest/leg shot -> M92F arm shot -> Hook/Kick Critical head stomp on fallen Majini -- Agitator Majini - 1400 M92F leg shot -> Neck Breaker Critical head stomp on fallen Majini -- Female Majini - 700 M92F chest shot -> M92F leg shot -> Uppercut M92F leg shot -> M92F leg shot -> Uppercut * M92F leg shot -> Stomp M92F leg shot -> Neck Breaker M92F chest shot -> M92F chest/leg shot -> M92F arm shot -> Hook/Kick Critical head stomp on fallen Majini ** * This is really the best method for killing a female Majini. You'll get three chances for a leg stun if Chris shoots the legs of the female from the start. ** DON'T do this unless it is an accident or you're a man or woman of risks. About 90% of the time, a female Majini will spawn a Cephalo from a head stomp. If you don't get a Cephalo from the head stomp on a female Majini, you are VERY lucky and you should treasure that +5 time bonus. -- Mines Majini Dynamite Majini - 700 Bowgun Majini - 700 Molotov Majini - 700 M92F chest shot -> M92F leg shot -> Uppercut M92F leg shot -> M92F leg shot -> Uppercut M92F leg shot -> Stomp M92F leg shot -> Neck Breaker M92F chest shot -> M92F chest/leg shot -> M92F arm shot -> Hook/Kick Critical head stomp on fallen Majini -- Wetland Majini - 700 M92F chest shot -> M92F leg shot -> Uppercut * M92F leg shot -> M92F leg shot -> Uppercut * M92G chest shot -> M92F leg shot -> Stomp * M92F leg shot -> Neck Breaker M92F chest shot -> M92F arm shot -> Hook/Kick * Since Wetland Majini have lower HP than Town Majini, BSAA Chris' handgun will kill off a Wetland Majini with a third shot if he fires at the chest first. A player can start off by firing at the legs of a Wetland Majini to have a total of three chances for a leg stun without killing the Majini. If the Wetland Majini is hit with only two leg shots and falls, it will automatically get up after hitting the ground. If the Wetland Majini is hit with a chest shot follwed by a leg shot and falls, it will remain grounded since it has received enough damage to stay on the ground for a while. Setting up Wetland Majini for an uppercut or stomp with BSAA Chris is a matter of luck no matter how you try to set up the melee. It's best to go with what works best for you. No method is really better than the other when all leg stuns are random! -- Shield Majini - 700 M92F leg shot -> M92F leg shot -> Uppercut M92F leg shot -> Neck Breaker -- Explosive Arrow Majini - 700 M92F chest shot -> M92F leg shot -> Uppercut M92F leg shot -> M92F leg shot -> Uppercut * M92F leg shot -> Stomp M92F leg shot -> Neck Breaker M92F chest shot -> M92F chest/leg shot -> M92F arm shot -> Hook/Kick Critical head stomp on fallen Majini ** -- Torch Majini - 1500 M92F leg shot -> Neck Breaker Critical head stomp on fallen Majini* Some of the Torch Majini on Ancient Ruins are scripted Cephalos, so stomping the head is not always the best option. Knowing which Torch Majini are scripted Cephalos and which are not is the best option when fighting them. -- Rocket Launcher Majini - 1000 M92F shot x3 -> Uppercut* M92F shot -> Neck Breaker * It doesn't matter if Chris hits the Rocket Launcher Majini in the legs or the chest, the uppercut will still kill the Majini after three shots. -- Bui Kichwa - 200 Stomp on a Majini that happens to hit the Bui Kichwa Uppercut on a Majini that happens to hit the Bui Kichwa * Hook on a Majini that happens to hit the Bui Kichwa Kick on a Majini that happens to hit the Bui Kichwa * Out of all of Chris' melees the Uppercut will be your best chance at a hitting a Bui Kichwa. Basically, you'll have to set up a leg stun on a Wetland Majini then aim the uppercut so that it will hit a Bui Kichwa. This is MUCH easier said than done and you're likely to get this more on accident or by chance rather than trying to actually set it up. -- Cephalo - 3000 Ithaca shotgun blast to chest -> Ithaca shotgun blast to chest -> Stomp* Ithaca shotgun blast to chest -> Explosive barrel explosion -> Stomp** M92F chest shot x5 -> Close/mid-range Ithaca shotgun blast to chest -> Stomp*** * Both shotgun blasts need to be from close or mid-range in order for them to weaken the Cephalo enough to where it will be killed by a stomp. Since a Cephalo must be knocked down twice, you'll need to shoot it once to knock it down then wait for it to get up and then shoot it again. Don't hit it again while it is on the ground, or it will automatically get up after falling the second time. It's really best to try to kill it with up close shotgun blast. You're really already wasting time by killing the Cephalo with a shotgun, so having it survive after a stomp that follows two shotgun blasts would just waste time. ** An explosive barrel will take 1000 damage from the Cephalo, so it will weaken it just as much as a shotgun blast. Again, the Cephalo will get up if it is hit while it is already grounded. It's possible to shoot a Cephalo with a shotgun blast and hit an explosive barrel at the same time on some stages (like Missile Area). It's basically a bouncing process. *** Each M92F shot will take 250 damage (1250 total). If you can hit the Cephalo from close range with an Ithaca blast to the chest after the handgun chest shots, it should weaken the Cephalo enough so it will be killed by a stomp. This is a very consistent melee kill for a Cephalo, but the time wasted with the M92F shots is very annoying. -- Duvalia - 6000 -- Kipepeo - 1000 -- Chicken - 1 Stomp on a Majini that happens to hit the chicken Uppercut on a Majini that happens to hit the chicken Hook on a Majini that happens to hit the chicken Kick on a Majini that happens to hit the chicken -- Big Man Majini - 4000 M92F chest shot x4 -> close range Ithaca shot to chest -> Uppercut* Long range Ithaca shot to chest -> close range Ithaca shot to chest -> Uppercut * The Big Man Majini will stagger after the third M92F shot. -- Licker Beta - 900 Ithaca shot to back leg from close range -> Stab Ithaca shot to back of Licker from close range -> Stab -- Public Assembly Executioner - 8000 Ithaca chest shot x4 -> Ithaca leg shot -> Uppercut * Ithaca chest shot x2 -> Ithaca head shot x2 -> Ithaca arm shot -> Ithaca leg shot -> Uppercut Video (second melee sequence): http://www.youtube.com/watch?v=nOVq1H4cJRA * Wait for the Executioner to perform his overhead attack then quickly rush behind him while he swings and blast him in the back four times. Try to make the last shot to his leg then uppercut. If you hit him five times in the chest, it will likely kill him. -- Prison Normal Executioner - 15000 -- Red Executioner - 20000 -- Reaper - 1500 -- Giant Majini - 4000 Ithaca leg shot x2 -> Ithaca body shot x3 -> Uppercut Video: http://www.youtube.com/watch?v=gr90uH4ICLw -- Yellow Gatling Majini - 4000 Hand Grenade stun -> Backhand -> Hand Grenade stun -> 2 Ithaca shotgun blasts -> Backhand * * It's best to stand near the Gatling Gun Majini while he is stunned before tossing the second grenade if you're using Type B or D controls. Basically, Chris can toss the grenade, perform the backhand and have the grenade go off RIGHT after the backhand to restun the Gatling Gun Majini. -- Red Gatling Majini - 6000 Hand Grenade stun -> Backhand -> Hand Grenade stun -> Backhand -> Hand Grenade stun -> 2 Ithaca shotgun blasts -> Backhand* * It's best to stand near the Gatling Gun Majini while he is stunned before tossing the second grenade if you're using Type B or D controls. Basically, Chris can toss the grenade, perform the backhand and have the grenade go off RIGHT after the backhand to restun the Gatling Gun Majini. -- Red Chainsaw - 7000 -- Blue Chainsaw - 15000 Blue Chainsaw (Berserk) - 1500 __________ ___________ RE5 Mercs \________________________________________________________/ BSAA Chris > > > > > > > > > > > > > > > > > T I P S > > > > > > > > > > > > > > I N V E N T O R Y Safari Chris' SIG P226 handgun ------------------------------------------------------------------------------- - SIG P226 (HG) Firepower: 350 Capacity: 16 Reload Speed: 1.70 sec. Special: --------- ------------------------------------------------------------------------------- The SIG P226 has a higher damage rate than many other handguns in Mercenaries but it's just low enough to expose one of the biggest flaws of Safari Chris. His main melee kill setup is a shot to the head with his handgun followed by a straight punch. His straight punch will sometimes take off less damage than it is supposed to and this causes the straight to not kill Town and Base Majini at times. If only Safari Chris' gun took off just 50 damage more, he would always kill with his main melee setup. Always hitting the front of a Majini with Safari's straight will reduce the risk of him not killing with his straight, but it's not always guaranteed even then. The P226 handgun takes 350 damage per shot and this causes it to weaken Majini with fewer shots when compared to BSAA Chris which means that Safari is better off going for headshots. The P226 handgun will sometimes give a player tons of critical headshot in a row however. This can lead to random Cephalo spawns on stages with random Cephalos. To make matters worse, Safari's straight punch has a chance to spawn a random Cephalo as well since it can cause a critical head explosion! The handgun's higher damage rate keeps a player from successfully playing Safari like BSAA Chris since most Majini will die from the third leg shot. Safari Chris players can try for a chest shot/leg shot and leg shot followed by an uppercut, but always remember that the third leg shot will kill if the leg stun doesn't activate on the second shot! -- Safari Chris' M3 shotgun ------------------------------------------------------------------------------- - M3 (SG) Firepower: 500 Capacity: 10 Reload Speed: 3.00 sec. Special: --------- ------------------------------------------------------------------------------- The M3 is by far the worst shotgun in the game. Sure, it takes off 100 damage more when compared to the Ithaca shotgun, but just fire it at a wall on Public Assembly and look at the pellet spread! This shotgun has a VERY random pellet spread. Normal M3 pellet spread: . . . . . > > > > > > > > > > > > D A M A G E L I S T I N G > > > > > > > > > > > B A S I C M E L E E K I L L S Straight ******************************************************************************* Safari Chris' main melee kill set up should be a shot to the head with his P226 handgun followed by a straight punch on the staggering Majini. With Town Majini and Base Majini, this melee kill setup might not lead to a kill. There is a random damage factor associated with BSAA Chris and Safari Chris' straight punch that makes the straight punch melee take off less per hit sometimes. Sometimes the full string of attacks will not take off more than 800 damage and the Majini will survive to where a single knife slash will finish it off. Contrary to popular belief, failing to hit the head of the Majini is NOT the reason why Safari Chris takes off less. There is some other yet unknown factor that causes his straight punch to take off less than it it supposed to at times (possibly hitting the weapon arm of a Majini). Wetland Majini will always be killed by Safari Chris' main melee setup however since they only have 700 HP. NOTE: Always hitting a Majini from the front with a straight punch after each headshot will increase your chances for killing a Majini with Safari Chris' straight after each P226 headshot. When a Majini turns its back to Chris after a headshot, rush around to its front side then activate the straight punch melee. The straight punch is still not guaranteed to kill even from the front, but most of the time, it will kill when Chris hits a Majini from the front after each headshot. Base Majini have a hit detection problem associated with hitting them in the head - the head stun will not always activate, which makes Safari Chris much worse than the other two Chris types on Experimental Facility. It is far better to kill Base Majini with an uppercut, neck breaker or stomp melee because of this. Safari Chris' main melee setup will cause Cephalos like a Wesker player that sets up Cobra Strike with either Wesker type. Safari Chris seems to produce even more Cephalos than Wesker with his P226 head shot and his straight. One will have to keep this in mind and try to avoid Majini that have a high risk for random Cephalos (female Majini, most Missle Area Majini) by killing them with uppercuts, neck breakers or stomps. -- MELEE KILL COMBINATION 2 ******************************************************************************* a) SIG P226 chest shot -> SIG P226 leg shot -> Uppercut b) SIG P226 leg shot -> SIG P226 leg shot -> Uppercut ******************************************************************************* Safari Chris can use the same melee kill setups as BSAA Chris, but since his gun is more powerful, he will have less chances to set up a leg stun than BSAA Chris. The plus side on doing this is that he will have much less chance of producing a random Cephalo on stages where they are common, but a player will often be forced to kill off Majini due to not getting a stun. As with BSAA Chris, it is best to aim the uppercut away from the head of the Majini to avoid producing a random Cephalo. Simply step to the side of the Majini just a bit before activating the uppercut to have less of a chance of the uppercut hitting the head of the Majini. -- MELEE KILL COMBINATION 3 ******************************************************************************* SIG P226 leg shot -> Stomp ******************************************************************************* Just like with BSAA Chris, Safari Chris can stomp Majini after they fall to the ground after receiving one shot from the P226 handgun for a melee kill. -- MELEE KILL COMBINATION 4 ******************************************************************************* SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick ******************************************************************************* I didn't feel a Hook/Kick melee kill sequence was worth going into depth for BSAA Chris, but with Safari Chris, he can actually kill off a Majini after the second shot to set up the arm stun since his gun is more powerful than BSAA Chris' M92F handgun. While shooting at a Majini's head it is very possible to hit an arm on accident, so this melee combination can come in handy. -- MELEE KILL COMBINATION 5 ******************************************************************************* SIG P226 leg shot -> Neck Breaker ******************************************************************************* Getting a leg stun on a Majini with the P226 handgun and stepping around the back side of the Majini will allow Safari Chris to instantly kill the Majini with a neck breaker for a melee kill. The neck breaker is most important for canceling scripted Cephalos that would have otherwise been activated from a normal melee kill. It's also useful for Majini that have high HP amounts, such as the Agitator on Public Assembly. __________ _____________ RE5 Mercs \______________________________________________________/ Safari Chris > > > > > > > > > > F U L L M E L E E K I L L L I S T Straight * SIG P226 chest shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> Stomp SIG P226 leg shot -> Neck Breaker SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick Critical head stomp on fallen Majini * The straight after the headshot for Safari Chris' main melee kill setup will not always kill off a Majini no matter how you aim the straight. There is always a random damage factor to the straight punch that will keep it from taking off the full 400 damage at times. -- Agitator Majini - 1400 SIG P226 chest shot -> SIG P226 chest shot -> SIG P226 head shot -> Straight SIG P226 leg shot -> Neck Breaker Critical head stomp on fallen Majini -- Female Majini - 700 SIG P226 head shot -> Straight * SIG P226 chest shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> Stomp SIG P226 leg shot -> Neck Breaker SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick Critical head stomp on fallen Majini * A head shot + straight melee kill combination will always kill a female Majini unless the female spawns a Cephalo, and a random Cephalo spawn can happen OFTEN with a female Majini when hitting it in the head! Since both the head shot and the straight have a chance to produce a random Cephalo on a Majini type that has extremely high chances, it's really best just to try for a leg stun then perform a neck breaker or maybe just try for an uppercut or stomp melee kill to avoid the possible Cephalo spawn. -- Mines Majini Dynamite Majini - 700 Bowgun Majini - 700 Molotov Majini - 700 SIG P226 head shot -> Straight SIG P226 chest shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> Stomp SIG P226 leg shot -> Neck Breaker SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick Critical head stomp on fallen Majini -- Wetland Majini - 700 SIG P226 chest shot -> SIG P226 leg shot -> Uppercut * SIG P226 leg shot -> SIG P226 leg shot -> Uppercut * SIG P226 chest shot -> SIG P226 leg shot -> Stomp * SIG P226 leg shot -> Neck Breaker SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick -- Shield Majini - 700 SIG P226 leg shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> Neck Breaker -- Explosive Arrow Majini - 700 SIG P226 head shot -> Straight SIG P226 chest shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> SIG P226 leg shot -> Uppercut SIG P226 leg shot -> Stomp SIG P226 leg shot -> Neck Breaker SIG P226 chest shot -> SIG P226 arm shot -> Hook/Kick Critical head stomp on fallen Majini -- Torch Majini - 1500 SIG P226 chest shot -> SIG P226 chest shot -> SIG P226 head shot -> Straight SIG P226 leg shot -> Neck Breaker Critical head stomp on fallen Majini* * Some of the Torch Majini on Ancient Ruins are scripted Cephalos, so stomping the head is not always the best option. Knowing which Torch Majini are scripted Cephalos and which are not is the best option when fighting them. -- Rocket Launcher Majini - 1000 SIG P226 chest shot x2 -> Uppercut SIG P226 leg shot x3 -> Uppercut SIG P226 leg shot -> Neck Breaker Obviously, you'll want to try to get two chest shots before an uppercut, but if you accidentally hit the legs be sure to shoot the rocket launcher Majini two more times in the legs before an uppercut to kill it. -- Bui Kichwa - 200 Stomp on a Majini that happens to hit the Bui Kichwa Uppercut on a Majini that happens to hit the Bui Kichwa * Hook on a Majini that happens to hit the Bui Kichwa Kick on a Majini that happens to hit the Bui Kichwa * Out of all of Chris' melees the Uppercut will be your best chance at a hitting a Bui Kichwa. Basically, you'll have to set up a leg stun on a Wetland Majini then aim the uppercut so that it will hit a Bui Kichwa. This is MUCH easier said than done and you're likely to get this more on accident or by chance rather than trying to actually set it up. -- Cephalo - 3000 M3 shotgun blast to chest -> Stomp * SIG P226 shot to chest -> SIG P226 shot to chest -> M3 shotgun blast to chest -> Stomp ** * By shooting a Cephalo point blank in the chest with the M3, Safari Chris can sometimes finish off the Cephalo with a stomp after it falls to the ground. It's best to aim to kill the Cephalo with one shotgun blast. A player can shoot the Cephalo with a few SIG P226 handgun shots before the shotgun blast in an attempt to weaken it so that the stomp will kill. It is very possible to kill off a Cephalo with one single shot from the M3 shotgun, but that takes ALL pellets in order to do so. ** Shooting the Cephalo in the chest with two shots from Safari's handgun will help out if Chris can't easily get close to it for a close range blast from the M3. You could also try to hit the Cephalo with only one handgun shot before the shotgun blast if two handgun shots is too much. -- Duvalia - 6000 -- Kipepeo - 1000 -- Chicken - 1 Stomp on a Majini that happens to hit the chicken Uppercut on a Majini that happens to hit the chicken Hook on a Majini that happens to hit the chicken Kick on a Majini that happens to hit the chicken -- Big Man Majini - 4000 SIG P226 chest shot x2 -> close range M3 shot x1 -> Uppercut -- Licker Beta - 900 M3 shot to back leg from close range -> Stab M3 shot to back of Licker from close range -> Stab -- Public Assembly Executioner - 8000 -- Prison Normal Executioner - 15000 -- Red Executioner - 20000 -- Reaper - 1500 -- Giant Majini - 4000 -- Yellow Gatling Majini - 4000 -- Red Gatling Majini - 6000 -- Red Chainsaw - 7000 -- Blue Chainsaw - 15000 Blue Chainsaw (Berserk) - 1500 __________ _____________ RE5 Mercs \______________________________________________________/ Safari Chris > > > > > > > > > > > > > > > > > T I P S > > > > > > > > > > > > > > I N V E N T O R Y S.T.A.R.S. Chris' SIG 556 machine gun ------------------------------------------------------------------------------- - SIG 556 (MG) Firepower: 160 Capacity: 65 Reload Speed: 2.55 sec. Special: --------- ------------------------------------------------------------------------------- STARS Chris' SIG 556 machine gun is his main weapon to set up melee kills with. It's quite easy to set up a melee kill with the SIG and there are several ways to do so with its overall low damage ouput. As you know, leg stuns are random, but STARS Chris has the best overall chance at leg stuns more than any other Chris type. Since the SIG 556 takes off little damage per hit, Chris will have many chances to get a leg stun through leg shots. From a range, the recoil can mess up precision shots, but the recoil is not near as bad as Clubbin' Sheva's AK. While the SIG 556 is not as accurate as both Jill types' machine guns, the SIG can have some decent accuracy with good aim. A STARS Chris player will mainly use this weapon for close range combat, so the recoil doesn't really matter too much. Two SIG shots to the body and one SIG shot to the legs for a leg stun followed by an uppercut is the usual method for setting a Majini up for an uppercut melee kill. One shot to the body and two shots to the legs with the SIG will also set up an uppercut melee kill. Knowing both of these melee kill methods will come in handy for STARS Chris. The first melee kill method requires more precision and is overall slower. The second melee kill method can be done quite fast - literally hold the trigger for rapid fire and aim at the Majini's body then drag the SIG downward while blasting at the Majini's legs. Using a machine gun to set up melee kills requires good timing and that's one thing a player will have to learn on their own with STARS Chris. Knowing how long you should down the trigger while aiming is a big factor to using STARS Chris well. The timing for Chris' shots needed for melee kills is really nothing that you can see in videos, you just have to get the feel for it. In the case of Big Man Majini melee kills with the machine gun, their stagger animations give off how many times Chris has hit them (four shots = one stagger). --> S.T.A.R.S. Chris' S&W M29 magnum ------------------------------------------------------------------------------- - S&W M29 (MAG) Firepower: 2,100 Capacity: 12 Reload Speed: 3.53 sec. Special: Level 3 Piercing ------------------------------------------------------------------------------- The M29 magnum is the main weapon that separates STARS Chris from all the other Chris types. STARS Chris has a boss killing weapon with frequent ammo drops! The M29 magnum is the weakest of all magnums but it has the best capacity and the quickest rate of fire out of all the magnums. The M29 magnum is very easy to aim for precision aiming also. The gun does not obstruct the view of the player while aiming at all and the red laser trail is very easy to see! The M29 magnum deals out 2100 damage per shot. STARS Chris can set up any boss for a melee kill with magnum shots (and possibly some extra SIG 556 shots for some extra damage needed to make a melee actually kill). While the other two Chris types in normal Mercs have no definite melee kill method for bigger enemies and bosses, STARS Chris can get an easy kill on most bigger enemies and all bosses. STARS Chris' magnum is easily what makes him the best Chris type overall. The magnum can also be used to save the combo from a distance on any normal Majini. The only real problem that Chris faces with a low damaging magnum is a sudden Cephalo spawn and killing bosses enemies with high HP. He can still kill all of these enemies quicker than the other Chris types, but he is open to Majini attacks and grabs while filling the enemy full of lead, so you'll need to take that into consideration while shooting. --> S.T.A.R.S. Chris' grenade launcher ------------------------------------------------------------------------------- - Grenade Launcher Acid Round Firepower: 500 Electric Round Firepower: 400 Explosive Round Firepower: 1,000 Flame Round Firepower: 500 Flash Round Firepower: 100 Nitrogen Round Firepower: 100 ------------------------------------------------------------------------------- As if STARS Chris was not already good enough with his machine gun and magnum, he also comes equipped with a grenade launcher. From the start, the grenade launcher is pretty useless with only electric rounds, but STARS Chris will sometimes get flash rounds and nitrogen rounds from enemy drops. Acid rounds and explosive rounds are only useful on certain stages. Flame rounds are basically useless and only really used for boss stunning on Chainsaw Majini or extra firepower. Below is a list of all grenade rounds and their uses: - Acid Rounds Acid rounds are most useful on Experimental Facility. Lickers are very weak to the acid spread of an acid round, so Chris can kill off groups of Lickers with one acid round shot. A player can knock a Licker on its back with an acid round shot and set it up for a stab melee. Knocking a Licker over with an acid round requires a non-direct hit that hits the Licker from the front or a direct hit one of the Licker's front legs. Acid rounds will also stun the Reaper boss enemy with two direct shots to any portion of its body. Just shoot the Reaper with two acid rounds to make it bend backward and expose its main chest weak point to which Chris can easily shoot with a magnum shot to kill it off with a single shot. Acid rounds will stun a crowd of Majini and make them all fall face first for Chris to easily stomp, but the falling animation takes too long to usually bother with and the Majini all get up quickly most of the time and are damaged and more prone to bullet kils at that time. - Electric Rounds Electric rounds are most useful for quickly breaking apart cracked walls and wooden doors on Public Assembly and Prison. It will take two shots per cracked wall to break it. Wooden doors will take a single shot to break compared to several shots with any other weapon. Electric rounds can be used on Wetland Majini to easily weaken crowds for quick melee kills. After one electric round shot, all Majini that were hit can be killed with Chris' straight and uppercut if he can set it up on the weakened Majini. Using an electric round along with flash rounds and flash grenades can help out a bunch for Wetland Majini groups - shoot a crowd with the electric round then stun them all with a flash explosive and kill them with straight punches. Electric rounds also take off a bunch of damage from any plagas enemies. They can kill both Duvalias and Cephalos quickly when shot at any portion of their body. A Cephalo will die within two electric round hits while a Duvalia will take about three to four hits most of the time. NOTE: Electric rounds can set off dynamite, cocktails and explosive arrows so do not shoot any of the these Majini types with electric rounds or you'll risk ruining melee kills. - Explosive Rounds Explosive rounds are best used on Experimental Facilty while fighting Lickers Betas. By aiming at the front legs or directly in front of the Licker and firing an explosive round, Chris can hit the Licker and knock it over to set it up for a stab melee kill. So long as the explosive hit does not take full damage and hits the Licker from the front side, the Licker will be tumped over and set up for a stab melee kill. An explosive round is much easier to use in setting up a melee kill on a Licker Beta when compared to an acid round. Explosive rounds can also be used to break open cracked walls on Prison and Public Assembly, but it's really best to use the starting electric rounds for that purpose to avoid the time needed in picking up the explosive rounds and wasting of inventory space in carrying them. - Flame Rounds For the most part flame rounds are basically useless. They can be use to stun the Chainsaw Majini on Ship Deck, but that is really not needed since Chris can stun the Chainsaw Majini with a leg or head shot with the M29 magnum. They are best used for needed ammo on Experimental Facility against Licker Betas if Chris is running low on ammo. With one flame round shot, Chris can break open a cracked wall on Public Assembly and Prison with this grenade round, but his starting electric rounds can work just as well. Like acid rounds, flame rounds will stun a Majini and make a Majini fall to the ground for an easy stomp, but it takes just as long for the Majini to fall to worry with using them for that purpose. - Flash Rounds Flash rounds have the ability to kill off any plagas enemy instantly with its blinding flash. Flash rounds also allow Chris to save melee kills on weakened Majini. DO NOT fire a flash round when a dynamite, explosive arrow or cocktail Majini is in the area. The blinding flash will cause dynamite and explosive arrow to explode and mess up melee kills around them. Cocktail Majini will burst into flames and burn any surrounding enemies. NOTE: Keep in mind that a direct hit with a flash round will take off 100 damage, so hitting a weakened Majini with a flash round can kill it if the Majini is weak enough. - Nitrogen Rounds Nitrogen rounds will instantly freeze any normal Majini type that does not hold an explosive of any type. The Majini will be frozen and Chris will be able to straight punch all the frozen Majini for a melee kill. A Chris player can group Majini into a crowd then straight punch through multiple frozen Majini at once. Grouping Majini for nitro freezes and just overall nitrogen round use can GREATLY increase time from melee kills when the nitrogen rounds are used properly. Nitrogen rounds can freeze Big Man Majini and even allow Chris the option of melee killing a Licker Beta. Basically, Chris can freeze a Licker then do some form of action that causes him to hit Licker with his body after performing the action. Leaping from a platform, falling from a platform, hopping over the railing - all of this will melee kill a frozen Licker. A nitrogen round will freeze the following enemies: Town Majini Wetland Majini (destroys shield and freezes shield Majini) Base Majini (all types) Big Man Majini Licker Beta (no melee command) Bui Kichwa (no melee command) Extra Tips: - Melee kills can be saved by freezing a weakened Majini with a nitrogen round. A player MUST remember that a nitrogen round will take 100 damage per direct hit however, so an extremely weak Majini must be hit indirectly - the nitrogen round must be shot at the ground below the Majini or the shot must hit an obstacle near it. - A direct nitrogen round shot to an Explosive Arrow Wetland Majini will freeze it. Any non-direct hit to an Explosive Arrow Majini with a nitrogen round will cause it to explode. - A direct hit with a nitrogen round on a transforming Duvalia will instantly kill it much like a hand grenade explosion. The nitrogen round must be shot before the full Duvalia mutation is complete however. __________ _________________ RE5 Mercs \__________________________________________________/ S.T.A.R.S. Chris > > > > > > > > > > > > > D A M A G E L I S T I N G > > > > > > > > > > > B A S I C M E L E E K I L L S SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut b) SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut ******************************************************************************* These are the main melee kill setups that a STARS Chris player should be familiar with. You need to train yourself to do these combinations very quickly. The first combination takes a bit longer than the second. The first has to hit the chest precisely two times, while the second can be easily performed by holding the SIG toward a Majini's chest then firing the machine gun while lowering the weapon toward the Majini's legs. It's a good idea to know both of these melee kill sequences since they both come in handy. Against a crowd of Majini, it's much better to use the second melee kill setup since it's overall quicker and will allow a player to stun or knock down Majini quickly. -- MELEE KILL COMBINATION 2 ******************************************************************************* SIG 556 chest/leg shot -> SIG 556 chest/leg shot -> Stomp ******************************************************************************* A few SIG shots to the legs to ground a Majini is a good stomp setup for Town Majini that are at a distance from Chris. This can also be good for cocktail Majini, dynamite Majini and Base Majini with grenade straps to avoid setting off their explosives. When up against a group of Majini, a player can quickly ground multiple Majini with rapid fire to the legs then stomp them afterwards. It's very important to listen for the two shots before attempting a stomp on a grounded Majini. It's quite easy to mess up a stomp melee kill by accidentally grounding a Majini with a single shot. The stomp will not kill at that time and the melee kill will be basically ruined unless you wait for the Majini to rise then toss a flash grenade. Wetland Majini will get up unless they are heavily damage prior to a knock down. It's best to try to kill them off with Uppercuts (both standing and grounded hits) rather than stomps. -- MELEE KILL COMBINATION 3 ******************************************************************************* a) SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight b) SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 head stun shot -> Straight ******************************************************************************* Sometimes, Chris will not always gain a leg stun when fighting against multiple Majini. Leg stuns are random and will not always activate, but thanks to the SIG 556's weak gunshots, Chris can set up a straight punch melee kill after two chest or leg shots. His straight punch is good for crowds much like his uppercut, but it scatters Majini after it hits, so it has less potential to set up a double stomp. Keep in mind that a head shot and a straight punch can both give you a critical head explosion. In Mercs stages with the possibility for random Cephalos, the headshot + straight punch combination can backfire on a player and give that player a Cephalo spawn. In other words, don't try to head shot and straight punch female Majini on Public Assembly that often! -- MELEE KILL COMBINATION 4 ******************************************************************************* SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut ******************************************************************************* The melee kill setup above is not really something that a player will want to aim for, but it's good to keep this one in mind. If a Town or Base Majini is shot in the legs four times and gives a leg stun pose after the four shots, it can be killed off with an uppercut. You'll mainly get this while trying to ground a Majini with rapid fire. -- MELEE KILL COMBINATION 5 ******************************************************************************* SIG 556 leg stun shot -> Neck Breaker ******************************************************************************* Like with all Chris types, a single shot to the leg that yields a leg stun can set up a neck breaker melee after Chris steps around to the back of the Majini. A neck breaker will cancel any scripted plagas spawn that would have otherwise occurred and it is always an instant kill. With STARS Chris, when attemping a neck breaker on a Majini that isn't a scripted Cephalo, it's a good idea to shoot the Majini once in the body with the SIG then once in the leg to set up a stun. This way, if the Majini falls to the ground, Chris can stomp it kill it instantly instead of having to race around to the head for a critical stomp. -- MELEE KILL COMBINATION 6 ******************************************************************************* Critical head stomp ******************************************************************************* STARS Chris will have to use a critical head stomp more often than the other Chris types since you'll likely hit a few Majini with a single SIG shot while trying to ground them instead. To instantly kill that grounded Majini, quickly run around to the Majini's top half and face its head then perform the stomp to crush its head under Chris' boot. Keep in mind that a head stomp can set off random Cephalos in stages that carry them so it's not always good to try for a critical head stomp (especially on Missile Area). __________ _________________ RE5 Mercs \__________________________________________________/ S.T.A.R.S. Chris > > > > > > > > > > F U L L M E L E E K I L L L I S T SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest/leg shot -> SIG 556 chest/leg shot -> Stomp * SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini * The Majini MUST be hit with two shots to any portion of the body prior to a normal stomp in order for the stomp to kill. If the Majini is only shot once, it will not be killed by a stomp - this is a major flaw of STARS Chris and it WILL happen on accident eventually. The stomp must not hit the legs of the Majini if it only receives two shots to the legs prior to the stomp. If not, the Majini will survive the stomp - this only happens if two Majini are grounded next to each other and the stomp is activated on both so that Chris' foot hits the legs of one Majini. -- Agitator Majini - 1400 SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini -- Female Majini - 700 SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> Uppercut SIG 556 chest/leg shot -> Stomp * SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini * Females can be stomped after on SIG 556 shot to any portion of the body, but just like with a male's stomp melee kill, if the shot is to the leg, Chris cannot kill the Majini by stomping its legs (like in a double stomp on two fallen Majini). -- Mines Majini Dynamite Majini - 700 Bowgun Majini - 700 Molotov Majini - 700 SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> Uppercut SIG 556 chest/leg shot -> Stomp * SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini * Just like with Female Majini, Chris can kill off any of the weaker Majini listed above with a stomp after one chest shot to the body with the SIG prior to a fall. Chris' stomp will not kill them if it hits the legs of the Majini however (like in double stomp on two fallen Majini) -- Wetland Majini - 700 SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> Uppercut SIG 556 chest/leg shot -> Stomp * SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight SIG 556 leg stun shot -> Neck Breaker Electric Round -> Flash Round/Flash Grenade stun -> Straight Nitrogen Round -> Straight -- Shield Majini - 700 SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> Uppercut SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight -- Explosive Arrow Majini - 700 SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 leg stun shot -> Uppercut SIG 556 chest shot -> SIG 556 leg shot -> SIG 556 leg stun shot -> Uppercut SIG 556 leg shot -> SIG 556 leg shot -> SIG 556 leg shot -> Uppercut SIG 556 chest/leg shot -> Stomp SIG 556 chest shot -> SIG 556 chest shot -> SIG 556 head stun shot -> Straight SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight * Critical head stomp on fallen Majini * Explosive Arrow Majini can be froze if they are hit directly with a nitrogen round. Never hit one indirectly with a nitrogen round or it will explode and ruin the melee kill on the Explosive Arrow Majini and any surrounding Majini. -- Torch Majini - 1500 SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini -- Rocket Launcher Majini - 1000 SIG 556 leg stun shot -> Neck Breaker Nitrogen Round -> Straight Critical head stomp on fallen Majini -- Bui Kichwa - 200 Stomp on a Majini that happens to hit the Bui Kichwa Uppercut on a Majini that happens to hit the Bui Kichwa * Hook on a Majini that happens to hit the Bui Kichwa Kick on a Majini that happens to hit the Bui Kichwa Nitrogen Round -> Straight (activated on Wetland Majini that hits Bui Kichwa) Nitrogen Round -> Hop through window/fall off cliff (any action that makes Chris fall on the Bui Kichwa) * Out of all of Chris' melees the Uppercut will be your best chance at a hitting a Bui Kichwa. Basically, you'll have to set up a leg stun on a Wetland Majini then aim the uppercut so that it will hit a Bui Kichwa. This is MUCH easier said than done and you're likely to get this more on accident or by chance rather than trying to actually set it up. -- Cephalo - 3000 M29 Magnum shot -> Uppercut (on a surrounding Majini to hit Cephalo) -> Stomp Electric Round -> Stomp * M29 shot -> SIG shots to legs to ground the Cephalo -> Stomp ** SIG shots to Cephalo's legs -> Stomp ** * This melee kill is kind of luck based. The electric round must knock the Cephalo over. ** Both melee kills that involve shooting a Cephalo's legs are all luck based. Sometimes the Cephalo will fall and sometimes it won't. -- Duvalia - 6000 -- Kipepeo - 1000 -- Chicken - 1 Stomp on a Majini that happens to hit the chicken Uppercut on a Majini that happens to hit the chiken Hook on a Majini that happens to hit the chicken Kick on a Majini that happens to hit the chicken -- Big Man Majini - 4000 IMPORTANT: For a Big Man, remember that four SIG 556 chest shots will make him stagger. He will perform his stagger animation for every four SIG chest shots, so if you fire rapidly and see him stagger three times, you just hit him twelve times. M29 chest shot -> M29 leg stun shot -> Straight M29 leg shot -> M29 leg stun shot -> Straight SIG chest shot x12 -> M29 leg shot -> Straight * Stomp -> SIG chest shot x7 -> M29 leg shot -> Straight * * The key to timing this well is to know that the Big Man will stagger right after the 12th SIG shot, so shoot him in the leg with the magnum after the third stagger. This melee kill combination is good to use on Prison where magnum ammo can be rare. * This combination is for when a stomp accidentally hits a Big Man Majini prior to shooting it (aka. it lunges into Chris' foot while he stomps). Remember that you will get one stagger animation and will have to perform the magnum leg shot before the second stagger. -- Licker Beta - 900 Explosive Round -> Stab Acid Round -> Stab Nitrogen Round -> Hop over railing/Hop to a platform/fall on Licker -- Public Assembly Executioner - 8000 M29 leg shot -> M29 leg shot -> M29 head shot -> M29 head shot -> Uppercut M29 body shot -> M29 head shot -> M29 head shot -> M29 arm shot -> Uppercut M29 leg shot -> M29 body shot -> M29 body shot -> M29 body shot -> Uppercut -- Prison Normal Executioner - 15000 M29 leg shot x6 -> M29 head shot x2 -> Uppercut M29 body shot -> M29 head shot x4 -> M29 body shot x2 -> Uppercut -- Red Executioner - 20000 M29 leg shot x9 -> M29 head shot x2 -> Uppercut M29 body shot -> M29 head shot x3 -> M29 leg shot x3 -> M29 head shot x2 -> M29 leg shot -> Uppercut M29 body shot -> M29 head shot x3 -> M29 body shot -> M29 back shot x2 -> M29 head shot x2 -> Uppercut * * The back shot for this combination can be done from the front. Aim for the Red Executioners growth on his back when he kneels. -- Reaper - 1500 -- Giant Majini - 4000 M29 body shot -> SIG 556 body shot x2 -> M29 leg shot -> Kick M29 body shot -> M29 body shot -> SIG 556 shots to leg for a stun -> Kick NOTE: Always run behind the Giant Majini and perform Chris' Kick after a stun to make sure that he doesn't hit the mask of the Giant Majini. Hitting a mask with melee will take no damage from the Giant Majini. -- Yellow Gatling Majini - 4000 M29 leg shot -> M29 leg shot -> M29 leg shot -> M29 leg shot -> Backhand M29 leg shot -> M29 leg shot -> Backhand -> M29 leg shot -> Backhand -- Red Gatling Majini - 6000 M29 leg shot -> M29 leg/head shot x5 -> Backhand M29 leg shot -> Backhand -> M29 leg/head shot x4 -> Backhand M29 leg shot -> Backhand -> M29 leg/head shot -> Backhand -> M29 leg/head shot -> M29 body shot -> Backhand -- Red Chainsaw - 7000 M29 leg shot x4 -> Uppercut SIG body shot x4 -> M29 leg shot -> M29 head shot x2 -> Uppercut* * Make sure you don't hit the arm or leg with a SIG shot or this will mess up the melee kill combination. -- Blue Chainsaw - 15000 Blue Chainsaw (Berserk) - 1500 Stun with flash round/flash grenade -> M29 arm shot -> Hook/Kick __________ _________________ RE5 Mercs \__________________________________________________/ S.T.A.R.S. Chris > > > > > > > > > > > > > > > > > T I P S > > > > > > > > > > > > > > I N V E N T O R Y Warrior Chris' P8 handgun ------------------------------------------------------------------------------- - P8 (HG) Firepower: 300 Capacity: 25 Reload Speed: 1.02 sec. Special: Level 3 Piercing ------------------------------------------------------------------------------- This is the type of handgun that Safari Chris should have had in normal RE5 Mercs. Warrior Chris' handgun takes off moderate damage and sets enemies up for a Straight punch melee kill always. Since Warrior Chris' Straight punch melee takes off 600 damage in Mercs Reunion, he will always kill off any normal Majini type with a headshot followed by a Straight punch. The P8 is the same handgun that is used by Midnight Wesker in normal RE5 Mercs. It's bullets still have a piercing propery that will allow them to pierce through Majini and any shields they might carry. Since Chris' handgun takes off 300 damage and his Straight takes off 600 damage in Reunion, any piercing shot on Majini will set them up for a Straight melee kill, so one tactic while using Warrior Chris is to line up damaged Majini for a single Straight punch to get a multiple hit. --> Warrior Chris' Hydra shotgun ------------------------------------------------------------------------------- - Hydra (SG) Firepower: 400 Capacity: 10 Reload Speed: 3.30 Special: Attack Range: 24 ------------------------------------------------------------------------------- Warrior Chris comes equipped with the Hydra shotgun that STARS Wesker used in regular RE5 Mercs. The firepower has been lowered a bit, and the attack range is not as great. The lower firepower is definitely felt whenever a sudden Cephalo spawns from a Majini. From close range, the majority of the full pellet spread of the Hydra shotgun needs to hit a Cephalo in order to kill it. The Hydra can hold 10 shotgun shells at a time, so Chris will not have to reload as much as STARS Wesker. The Hydra shotgun should be used a Warrior's main boss killing weapon. Besides the lower damage, the Hydra shotgun also lacks stunning power just like STARS Wesker's Hydra. At least STARS Wesker had a powerful handgun and magnum that could stun bosses though. Chris has no real good method to stun bosses from a distance unless you bring along hand grenades to stun them or use the PSG-1. It's really best to circle around a boss and shoot the boss with the shotgun instead of relying on any stunning weapon besides a hand grenade however. --> Warrior Chris' PSG-1 rifle ------------------------------------------------------------------------------- - PSG-1 (RIF) Firepower: 1200 Capacity: 15 Reload Speed: 1.98 sec. Special: Level 8 Scope ------------------------------------------------------------------------------- Warrior Chris' PSG-1 rifle can be both a blessing and a curse depending on the stage that you are playing. He really only needs the rifle on Missile Area and Ship Deck for the most part. Other than those two stages, he really doesn't need this weapon. The PSG-1 rifle is about the same strength as Battle Suit Jill's PSG-1 from normal RE5 Mercs - it even has the level 8 scope zoom still! In stages where this weapon is not needed, keeping it in Warrior Chris' inventory will only make enemies drop rifle ammo when they could have dropped more useful handgun or shotgun ammo instead. It's a good idea to discard the PSG-1 rifle from the beginning in stages where it is not needed. Rifle ammo can be constant at times from enemy drops if Warrior Chris keeps this weapon in his inventory. The PSG-1 rifle can serve as a decent long range combo saving weapon or boss stunning weapon, but his handgun can works just as well for long range with some good aiming really. __________________ ______________ RE5 Mercs Reunion \_____________________________________________/ Warrior Chris > > > > > > > > > > > > > D A M A G E L I S T I N G > > > > > > > > > > > B A S I C M E L E E K I L L S Straight ******************************************************************************* A P8 shot to the head followed by a straight punch will kill off any normal Majini for a melee kill. Since Warrior Chris' handgun will pierce, it can hit multiple Majini and set each of them up for a straight melee kill. All Chris has to do is hit a Majini in any portion of the body in order for a straight punch to kill that Majini. Each shot will take off 300 damage and each straight punch will take off 600 damage, which is much greater than the common 800 health normal Majini. -- MELEE KILL COMBINATION 2 ******************************************************************************* P8 body shot -> P8 leg stun shot -> Uppercut ******************************************************************************* Much like Safari Chris in normal RE5 Mercs, Warrior Chris can kill off a Majini with a body shot and leg shot followed by an uppercut. Chris' uppercut takes off around 450 damage in Mercs Reunion, so it needs more prior damage than his straight punch in order for it to kill. Just like Safari Chris, Warrior Chris will kill off a Majini with the third P8 shot to any portion of the body, so the second hit must stun. A player can shoot a Majini in the legs twice and uppercut as well, or take advantage of a lag shot after getting the first leg stun shot on a Majini. It should be noted that Chris can kill off female and Wetland Majini with a single leg stun shot followed by an uppercut since they all have only 700 health. Warrior Chris can be a real beast in Wetland stages because of this. -- MELEE KILL COMBINATION 3 ******************************************************************************* P8 chest shot -> P8 arm stun shot -> Hook/Kick ******************************************************************************* This is not a melee sequence that you'll be wanting to purposely try for, but if you happen to get an arm stun shot after hitting a weakened Majini that has already been shot once, then it can be killed with a Hook or Kick. A player that hits a Majini in the arm from the start can run up to the Majini and perform a quick lag shot followed by a Hook/Kick as well. -- MELEE KILL COMBINATION 4 ******************************************************************************* P8 leg stun shot -> Neck Breaker ******************************************************************************* The usual leg stun shot from the P8 handgun followed by a Neck Breaker from behind will still kill off any normal Majini instantly for a melee kill and eliminate the chance of a random or scripted plagas spawn. -- MELEE KILL COMBINATION 5 ******************************************************************************* P8 leg stun shot -> Rising Upper (duo with Rebecca/Barry partner only) ******************************************************************************* While teamed up with a Barry or Rebecca partner in duo Reunion, Chris' uppercut melee will be replaced by his Rising Upper melee. This melee takes off 2000 damage with each hit, so it will kill off any normal Majini that Chris hits with his rising uppercut. The Rising Upper is a good melee to set up multiple melee kills with when Majini are piled up. The Rising Upper hits a wide area in front of Chris and it has delay which will allow Majini to pile up before it hits. -- MELEE KILL COMBINATION 6 ******************************************************************************* P8 leg stun shot -> Hammer Elbow (duo with Rebecca/Barry partner only) ******************************************************************************* While teamed up with a Barry or Rebecca partner in duo Reunion, Chris' neck breaker melee will be replaced by his Hammer Elbow melee. The Hammer Elbow takes off 1500 damage with each hit, which will kill off any normal Majini that Chris hits with his elbow. The Hammer Elbow does not have as much range as the Rising Upper but it still has good delay to allow Majini to pile up before the melee. __________________ ______________ RE5 Mercs Reunion \_____________________________________________/ Warrior Chris > > > > > > > > > > F U L L M E L E E K I L L L I S T Straight P8 body shot -> P8 leg stun shot -> Uppercut P8 chest shot -> P8 arm stun shot -> Hook/Kick P8 leg stun shot -> Neck Breaker P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow Critical head stomp on fallen Majini -- Agitator Majini - 1400 P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow P8 leg stun shot -> Neck Breaker Critical head stomp on fallen Majini -- Female Majini - 700 P8 head stun shot -> Straight P8 body shot -> Uppercut P8 chest shot -> P8 arm stun shot -> Hook/Kick P8 leg stun shot -> Neck Breaker P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow Critical head stomp on fallen Majini -- Mines Majini Dynamite Majini - 700 Bowgun Majini - 700 Molotov Majini - 700 P8 head stun shot -> Straight P8 body shot -> Uppercut P8 chest shot -> P8 arm stun shot -> Hook/Kick P8 leg stun shot -> Neck Breaker P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow Critical head stomp on fallen Majini -- Wetland Majini - 700 P8 head stun shot -> Straight P8 body shot -> Uppercut P8 chest shot -> P8 arm stun shot -> Hook/Kick P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow P8 leg stun shot -> Neck Breaker -- Shield Majini - 700 P8 leg stun shot -> Uppercut P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow -- Explosive Arrow Majini - 700 P8 head stun shot -> Straight P8 body shot -> Uppercut P8 chest shot -> P8 arm stun shot -> Hook/Kick P8 leg stun shot -> Neck Breaker P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow Critical head stomp on fallen Majini -- Torch Majini - 1500 P8 leg stun shot -> Neck Breaker P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow Critical head stomp on fallen Majini -- Rocket Launcher Majini - 1000 P8 body shot -> P8 body shot -> Uppercut P8 leg stun shot -> Rising Upper P8 leg stun shot -> Hammer Elbow -- Bui Kichwa - 200 Stomp on a Majini that happens to hit the Bui Kichwa Uppercut on a Majini that happens to hit the Bui Kichwa * Hook on a Majini that happens to hit the Bui Kichwa Kick on a Majini that happens to hit the Bui Kichwa Rising Upper on a Majini that happens to hit the Bui Kichwa * Out of all of Chris' melees the Uppercut will be your best chance at a hitting a Bui Kichwa. Basically, you'll have to set up a leg stun on a Wetland Majini then aim the uppercut so that it will hit a Bui Kichwa. This is MUCH easier said than done and you're likely to get this more on accident or by chance rather than trying to actually set it up. -- Cephalo - 3000 -- Duvalia - 6000 -- Kipepeo - 1000 -- Chicken - 1 Stomp on a Majini that happens to hit the chicken Uppercut on a Majini that happens to hit the chicken Hook on a Majini that happens to hit the chicken Kick on a Majini that happens to hit the chicken Rising Upper on a Majini that happens to hit the chicken -- Big Man Majini - 4000 Hydra shotgun blast -> Uppercut Hydra shotgun blast -> Rising Upper -- Licker Beta - 900 Rising Upper on a Majini that happens to hit the Licker Beta -- Public Assembly Executioner - 8000 -- Prison Normal Executioner - 15000 -- Red Executioner - 20000 -- Reaper - 1500 -- Giant Majini - 4000 -- Yellow Gatling Majini - 4000 -- Red Gatling Majini - 6000 -- Red Chainsaw - 7000 -- Blue Chainsaw - 15000 Blue Chainsaw (Berserk) - 1500 __________________ ______________ RE5 Mercs Reunion \_____________________________________________/ Warrior Chris > > > > > > > > > > > > > > > > > T I P S > > > > > > > > > > > > > > I N V E N T O R Y Heavy Metal Chris' Gatling Gun ------------------------------------------------------------------------------- - Gatling Gun Firepower: 350 Capacity: Infinite Reload Speed: -- Special: -- ------------------------------------------------------------------------------- Heavy Metal Chris' gatling gun comes packed with an infinite supply of bullets. At first glance, Heavy Metal Chris' gatling gun appears to do nothing but waste melee kills and allow a player to spam the screen with bullets. With a little work on the timing, his gatling gun can be used to weaken Majini and set up melee kills. The gatling gun takes off 350 damage per shot, so two hits to any portion of a Majini's body followed by Chris' uppercut will kill off the majority of normal Town Majini. With weaker Majini such as Wetland Majini or female Majini, it will only take one shot prior to an uppercut to finish them off. Chris can shoot a Majini in the head and set up his more powerful straight punch melee, but the accuracy needed for a headshot with the gatling gun is not really worth it. Speaking of accuracy, when it comes to any type of accuracy from long distance the gatling gun can be extremely bad in hitting a ranged target. The gatling gun produces such a heavy recoil that whatever you aim at is not likely to get hit whenever the gatling gun starts firing. The front barrel of the gatling gun also has to go through a rotation cycle each time before it can be fired, so saving the combo instantly after a Majini grab or any type of hit from a Majini can be quite hard since the firing of Heavy Metal Chris' main weapon is not instant. It's best to use this weapon in combination with Heavy Metal Chris' stun rod. The gatling gun is usually used to weaken a Majini in an attempt to set the Majini up for an uppercut melee. If the leg stun is not activated, Chris can always save the melee kill with a stun rod hit on the weakened Majini! When it comes to bosses, the gatling gun is your best gun for weakening a boss, with a catch - the gatling gun cannot easily stun a boss at all. Chris will need a hand grenade or a proximity bomb in order to stun an Executioner boss when it gets close to him. The gatling gun is only effective at weakening an Executioner from a distance or while the Executioner is stunned. Other than stunning an Executioner with an explosive, your Heavy Metal Chris is a standing target while shooting a barrage of bullets at an Executioner that is coming right toward Chris. --> Heavy Metal Chris' Gatling Gun Backpack Surely you notice that huge backpack full of infinite bullets that obstructs your view while playing as Heavy Metal Chris? That backpack is actually good to have there. If the gatling gun is discarded, Chris will no longer have the backpack on his back, but... you want to keep it! The backpack will protect Chris from side grabs and back grabs. Majini hands will go right through Chris while the backpack remains on his back. This means that whatever Majini are behind Chris are of little concern unless one of them has a weapon. The only way that Heavy Metal Chris can be grabbed is from the front while he still keeps the gatling gun and backpack in his inventory. The backpack will take many normal Majini attacks that hit the backpack directly and don't pierce through the backpack to hit Chris. Attacks such as hits with a handaxe, green bottle or wrench will hit the backpack first if Chris has his back turned and this will allow Chris to avoid damage. Chris can even turn his back toward the Gatling Gun Majini as he begins to fire and allow the backpack to shield him from the gunfire. The backpack will also shield Chris from bowgun bolts from bowguns. The backpack will not shield Chris from all attacks however. Attacks such as a shovel strike or a long pipe hit may or may not hit Chris through his backpack. Shovels will sometimes only scrape the backpack and sometimes they will hit Chris through his backpack - it all depends on how close the Majini is to Chris and where the weapon hits him. Boss attacks such as the Executioner's attacks and the Giant Majini attacks will all still damage Chris no matter where they hit. The Gatling Gun Majini's bullets are the only boss attack that the backpack will shield him from. --> Heavy Metal Chris' Stun Rod ------------------------------------------------------------------------------- - Stun Rod Firepower: 350 Capacity: -- Reload Speed: -- Special: x5 damage on plagas cancels plagas spawns ------------------------------------------------------------------------------- The stun rod is by far the main reason to use Heavy Metal Chris. ANY enemy that is finished off with a final strike by the stun rod will count as a melee kill! Because of this, it's a real good idea to remember how much damage that you have dealt to each enemy in order to finish them off with a stun rod. It's good to know how much damage each of Chris' melees take off a Majini and how much each gatling gun shot takes off (350). For example, if an undamaged Majini falls to the ground, Chris can run over and activate his stomp to take off 600 damage then finish off the Majini with a stun rod attack before it recovers - the stun rod attack will take off 350 damage and will finish off the Majini (800 HP) for a melee kill. It becomes quite interesting when you think of the possibilities for a melee kill when it comes to using the stun rod. Heavy Metal Chris has the possibility to kill off ANY enemy with this weapon, but it's good to deliver prior damage beforehand. Chris can melee kill Bui Kichwa enemies on Public Assembly and Village with a single swipe from the stun rod, he can melee kill Adjules in the Mines with a few shots followed by a stun rod hit, he can melee kills Lickers... this man can even kill off a Duvalia with rapid fire to the legs of the Duvalia to bring it to its knees then run over and hit the Duvalia's mouth with the stun rod! The best part about killing plagas enemies with the stun rod is that the stun rod will take off 5 times as much damage per hit against any type of plagas. It will only take 2 stun rod attacks to kill off a Cephalo compared to the barrage of bullets from the gatling gun. Hitting an enemy with the stun rod is much like hitting an enemy with an electric round. The stun rod hits take off the same amount of damage and have the same damage properties. NOTE: Hitting a Reaper with the stun rod will stun the Reaper just like an electric round shot! NOTE: One final hit to a scripted plagas Majini with the stun rod will cancel the plagas spawn much like Chris' neck breaker. This needs to be put to use often in Mercs Reunion! --> Heavy Metal Chris' Hand Grenades ------------------------------------------------------------------------------- - Hand Grenade Direct Hit: 1,500 Area Effect: 1,000 ------------------------------------------------------------------------------- Heavy Metal Chris' hand grenades can be VERY important for distance attacks when playing him. Since the gatling gun has such bad accuracy from long range along with such a bad startup per shot, Chris' hand grenades can be used to kill off long range targets at a quicker rate if needed. A hand grenade tossed at the legs of a mutating Duvalia is a very quick way to kill off a Duvalia also just like with BSAA Chris in normal RE5 Mercs! Along with his Promixity Bombs, the Hand Grenades are also Chris' only way to stun some bosses quickly. The gatling gun will take several shots to stun a boss but a hand grenade will stun many bosses instantly with a direct hit with the explosive blast. --> Heavy Metal Chris' Proximity Bombs ------------------------------------------------------------------------------- - Proximity Bomb Direct Hit: 1,500 Area Effect: 1,000 ------------------------------------------------------------------------------- Heavy Metal Chris' proximity bombs are another good way to stun bosses when they follow Chris. These can also be used to help keep the combo while running away from enemies. Proximity bombs can also be more effective against Duvalias if they have already mutated and are coming toward Chris - just place one on the ground and allow the Duvalia to step over it while it chases Chris. Whether you should discard the proximity bombs from the beginning of a run or not is really up to you. In duo mode, they don't have as much purpose since Heavy Metal Chris will not have to keep the combo all by himself, but, as you know, in solo mode, the combo is completely under the responsibility of one player and Chris' proximity bombs can help out in that aspect. __________________ __________________ RE5 Mercs Reunion \_________________________________________/ Heavy Metal Chris > > > > > > > > > > > > > D A M A G E L I S T I N G > > > > > > > > > > > B A S I C M E L E E K I L L S Gatling Gun shot -> Uppercut/Stun Rod Strike ******************************************************************************* When fighting Town Majini, shoot them twice in the legs with the gatling gun then equip the stun rod and run toward the Majini. If the Majini is stunned in the leg then uppercut the Majini, if the Majini is not stunned, hit it with the stun rod. Wetland Majini can be killed off with a single shot from the Gatling Gun to any portion of the body followed by an uppercut. A stun rod strike will kill a Wetland Majini after one gatling gun body shot or two leg shots. Each gatling gun shot takes off 350 damage so just two shots from it already inflict 700 damage on a Majini. The stun rod hits inflict 350 damage also and Chris' uppercut takes off 450 damage from a Majini. Be sure to keep these figures in mind - they help out a bunch when using Heavy Metal Chris since he can get a melee kill on every enemy if you keep up with the damage inflicted. NOTE: Keep in mind that a stun rod strike will cancel a plagas spawn, so when fighting a Majini that is a scripted Cephalo, you'll want to damage it a bit then finish it off with the stun rod, or neck break it. A stun rod is faster at stunning a normal scripted Cephalo Majini when compared to Chris' neck breaker. -- MELEE KILL COMBINATION 2 ******************************************************************************* a) Stun Rod Strike -> Stun Rod Strike -> Stun Rod Strike b) Stun Rod Strike -> Hook/Kick -> Stun Rod Strike c) Stun Rod Strike -> Straight ******************************************************************************* The stun rod works very well when attacking Majini from close range, especially in tight areas when Majini surround Chris. A player can easily get multiple melee kills with stun rod strikes at times. Each strike takes off 350 damage so three hits will kill the majority of most Majini. The stun rod will set up stuns just like the gatling gun. Most of the time, it's quite hard to control what portion of the body that Chris will hit with the stun rod, but when a Majini tries to grab, a stun rod strike at that time will usually head stun it. A stun rod hit followedy by a straight is an instant kill to any type of normal Majini. Since Chris' straight takes 600 damage in Reunion, a stun rod strike before it will guarantee a melee kill most of the time. -- MELEE KILL COMBINATION 3 ******************************************************************************* Incendiary Grenade -> Stun Rod Strike ******************************************************************************* Incendiary Grenade are similar to a flash grenade for Wesker in normal Mercs or nitro rounds to STARS Chris and Tribal Sheva. When tossed at a crowd, an incendiary grenade will damage all Majini for 500 damage. Chris can run toward the Majini as they fall and hit them with the stun rod to kill them. He can get multiple melee kills very easily with this combination. Incendiary Grenades are Heavy Metal Chris' best answer for crowds of Majini. Just one can instantly burn a whole crowd of six Majini and set all of them up for one-hit stun rod melee kills. Be sure to collect incendiary grenades when they are available. -- MELEE KILL COMBINATION 4 ******************************************************************************* Gatling Gun leg stun shot -> Neck Breaker ******************************************************************************* Even though the neck breaker is slow, it is the best way to cancel some of the more powerful scripted plagas enemies such as the Agitator and Allyson on Public Assembly. The neck breaker is also good for instant invincibility when a crowd surrounds Chris. -- MELEE KILL COMBINATION 5 ******************************************************************************* Gatling Gun head stun shot -> Straight ******************************************************************************* Now, this is one melee combination that I wouldn't advise trying for since it is quite hard to get a single head shot with a weapon that has such crappy precision, but, since Chris' straight does take off 600 damage and a gatling gun shot will take 350 damage, a shot to the head followed by a straight punch will kill off any normal Majini. Have you tried it yet? Can't you see that I just added this useless combination to keep a person from emailing me about it once they stumble across it...? -- MELEE KILL COMBINATION 6 ******************************************************************************* Stomp -> Stun Rod attack Stun Rod Attack to save melee ******************************************************************************* A stomp will inflict 600 damage on a Majini whether it is standing or is grounded. If an undamaged Majini is hit with a stomp in either position (grounded or standing), simply take out the stun rod and run toward it then strike it with the stun rod to kill it off. Heavy Metal Chris' stun rod gives him the power to save any melee kill. A player can be quite creative with attack variety so long as you end every combination with a stun rod strike. This is why keeping up with damage while using Heavy Metal Chris is so very important. __________________ __________________ RE5 Mercs Reunion \_________________________________________/ Heavy Metal Chris > > > > > > > > > > F U L L M E L E E K I L L L I S T Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling Gun head shot -> Straight Gatling gun leg stun shot -> Neck breaker Gatling Gun shot -> Stomp Stun rod head stun -> Straight Stun rod attack -> Stun rod attack -> Stun rod attack Stomp on undamaged Majini -> Stun rod attack Critical head stomp on fallen Majini -- Agitator Majini - 1400 Critical head stomp on fallen Majini -- Female Majini - 700 Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling Gun head shot -> Straight Gatling gun leg stun shot -> Neck breaker Gatling Gun shot -> Stomp Stun rod head stun -> Straight Stun rod attack -> Stun rod attack -> Stun rod attack Stomp on undamaged Majini -> Stun rod attack Critical head stomp on fallen Majini -- Mines Majini Dynamite Majini - 700 Bowgun Majini - 700 Molotov Majini - 700 Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling Gun head shot -> Straight Gatling gun leg stun shot -> Neck breaker Gatling Gun shot -> Stomp Stun rod head stun -> Straight Stun rod attack -> Stun rod attack -> Stun rod attack Stomp on undamaged Majini -> Stun rod attack Critical head stomp on fallen Majini -- Wetland Majini - 700 Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling Gun head shot -> Straight Gatling gun leg stun shot -> Neck breaker Gatling Gun shot -> Stomp Stun rod head stun -> Straight Stun rod attack -> Stun rod attack -> Stun rod attack Stomp on undamaged Majini -> Stun rod attack -- Shield Majini - 700 Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling gun leg stun shot -> Neck breaker Stun rod attack -> Stun rod attack -> Stun rod attack -- Explosive Arrow Majini - 700 Gatling Gun leg stun shot -> Uppercut Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Gatling Gun head shot -> Straight Gatling gun leg stun shot -> Neck breaker Gatling Gun shot -> Stomp Stun rod head stun -> Straight Stun rod attack -> Stun rod attack -> Stun rod attack Stomp on undamaged Majini -> Stun rod attack Critical head stomp on fallen Majini -- Torch Majini - 1500 Gatling gun leg stun shot -> Neck breaker -- Rocket Launcher Majini - 1000 Gatling gun leg stun shot -> Neck breaker -- Bui Kichwa - 200 Stun rod attack Stomp on a Majini that happens to hit the Bui Kichwa Uppercut on a Majini that happens to hit the Bui Kichwa Hook on a Majini that happens to hit the Bui Kichwa Kick on a Majini that happens to hit the Bui Kichwa -- Cephalo - 3000 Stun rod attack -> Stun rod attack Gatling Gun shots to legs (to make it fall) -> Stun rod attack -- Duvalia - 6000 Gatling Gun shots to legs to make it kneel -> Stun rod attack the mouth -- Kipepeo - 1000 -- Chicken - 1 Stun rod attack Stomp on a Majini that happens to hit the chicken Uppercut on a Majini that happens to hit the chicken Hook on a Majini that happens to hit the chicken Kick on a Majini that happens to hit the chicken -- Big Man Majini - 4000 Gatling Gun shots to legs -> Straight/Stun Rod attack -- Licker Beta - 900 Gatling Gun shot -> Gatling Gun shot -> Stun rod attack Stun rod attack -> Stun rod attack -> Stun rod attack -- Public Assembly Executioner - 8000 -- Prison Normal Executioner - 15000 -- Red Executioner - 20000 -- Reaper - 1500 -- Giant Majini - 4000 -- Yellow Gatling Majini - 4000 -- Red Gatling Majini - 6000 -- Red Chainsaw - 7000 -- Blue Chainsaw - 15000 Blue Chainsaw (Berserk) - 1500 __________________ __________________ RE5 Mercs Reunion \_________________________________________/ Heavy Metal Chris > > > > > > > > > > > > > > > > > T I P S Backhand -> Hand Grenade Stun -> 2 Ithaca shots -> Backhand - Red Gatling Gun Majini Hand Grenade stun -> Backhand -> Hand Grenade Stun -> Backhand -> Hand Grenade stun -> 2 Ithaca shots -> Backhand ------------ SAFARI CHRIS ------------ -- Safari Chris vs Gatling Gun Majini Use Safari Chris' rocket launcher on one of the Yellow Gatling Gun Majinis and the Red Gatling Gun Majini. It's good to grab two hand grenades to help Safari Chris deal with the other Yellow Gatling Gun Majini. Stun it with a hand grenade then rush up and toss another hand grenade below it then activate the backhand to restun it afterwards. Safari's shotgun will kill quicker, so it should only take one M3 shot to finish off the Yellow Gatling Gun Majini before the final backhand. This can differ though since Safari's M3 spread is so random! -- Headshots on Missile Area with Safari Chris Missile is a VERY bad stage for Safari Chris. Since his main melee setup (handgun headshot + Straight) greatly increases Cephalo chances, he can be a total trainwreck on Missile Area when played as a head stun character. You might want to resort to playing him like BSAA Chris on Missile Area most of the time and only take risks on his headshot + straight every now and then. It's really good to start shooting the legs of a Majini - once you gain a leg stun, run up to the Majini and lag shot then cancel the shot into an uppercut. This will save melee kills. Playing him as a leg stun character will still ruin melee kills with his high-powered shotgun however. Remember to aim his uppercut away from the head just like with BSAA Chris! -- Cephalo melee Safari Chris will get a lot of Cephalos most of the time, so try for a melee kill against them. It's a good idea to fire off about two handgun shots at the Cephalo then shoot it with the shotgun from close or mid range then attempt a stomp. Trying to hit it from up close with a single blast then stomp it afterwards hardly ever works for me. ----------- STARS CHRIS ----------- -- STARS Chris vs Gatling Gun Majini STARS Chris really has no problem against either Gatling Gun Majini type. The Red Gatling Gun Majini takes several magnum shots, but at least you can work Majini into backhands performed on him. STARS Chris can easily aim backhands on the Gatling Gun Majini at other Majini that move up to attack him and get multiple melees in the process. - Yellow Gatling Gun Majini 4 M29 shots to leg -> Backhand 2 M29 shots to leg -> Backhand -> 1 M29 shot to leg -> Backhand - Red Gatling Gun Majini 6 M29 shots to leg -> Backhand 4 M29 shots to leg -> Backhand -> 2 M29 shots to leg -> Backhand 1 M29 shot to leg -> Backhand -> 1 M29 shot to leg -> Backhand -> 1 M29 shot to leg -> 1 M29 shot to body -> Backhand -- Nitrogen Rounds and Flash Rounds Both Nitrogen Rounds and Flash Rounds can both be a blessing and a curse on Missile Area. Since Chris will be dealing with dynamite Majini and cocktail Majini very often, both grenade rounds can ruin melee kills very easily. If you use either one, try to look around the area to make sure that no dynamite or cocktail Majini are nearby. Both of them are just as bad as the other. Flash rounds are good for saving the combo whenever you accidentally spawn a Cephalo, but you'll likely create an explosion of flames around Chris when using a flash round. [ST07] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHIP DECK - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOLO STRATEGY - DUO STRATEGY - --------------- ALL CHRIS TYPES --------------- -- Scripted Cephalos: - Red Wrench - Long Pipe - Green Bottle - Dynamite - Spiked Club - Bow Gun ---------- BSAA CHRIS ---------- -- BSAA Chris vs Chainsaw Majini BSAA Chris has the hardest time against any of the Chainsaw Majini when compared to other Chris types with only his weak Ithaca. The grenade launcher with flame rounds can be used to stun the Chainsaw Majini, but it still doesn't really help all that much. The best to kill off the Chainsaw Majini with BSAA Chris is to find some sort of corner or narrow area and put Chris' back to a wall then fire at the Chainsaw Majini's chest as it approaches. Shoot any other Majini that tries to interfere with your shotgun rampage! Obviously, this method will take QUITE A WHILE against the Blue Chainsaw Majini. When the Blue Chainsaw Majini revives, choos from the following a) Toss two hand grenades below it while it gets up to finish it off before it starts berserking. b) Stand above the reviving chainsaw Majini and aim at its head. When it start to move blast it in the head as it revives. c) Have a flash grenade handy and toss as the Blue Chainsaw Majini runs toward Chris. Run up to it while it is stunned then blast it with the Ithaca to finish it off. d) Shoot the berserking Chainsaw Majini with a flame round or stun it with a flash round then finish it off with the Ithaca - flame round shots by themselves can work well at killing off the berserking Chainsaw Majini since his health is so low. They take off 500 damage each and he only has 1500 HP. -- Grab the Grenade Launcher It's very important to grab the grenade launcher with BSAA Chris. He can REALLY use the possible nitrogren round or flash round ammo drops if they appears. He cannot always cancel the stages many scripted Cephalos from not gaining a leg stun, so both ammo types can help him out great for doing. Literally, freeze a scripted Cephalo Majini when it falls if it refuses a leg stun or just shoot the head to activate the Cephalo then blast it with a flash round to rid yourself of it. ------------ SAFARI CHRIS ------------ -- Safari Chris vs Chainsaw Majini Safari Chris has the advantage over the Chris types for this stage with his rocket launcher for both Chainsaw Majini pairs. Both of his rocket launchers can be used to kill both pairs instantly. He will have to worry about killing off the reviving Blue Chainsaw Majini afterwards however - use the same methods as BSAA Chris for the most part. His P226 handgun CAN help out for killing the berserking Chainsaw Majini as well. Chris' M3 shotgun can work quite well against Red Chainsaw Majini. It will literally tear through them in about four shots from close range. Just like with BSAA Chris, it's good to put Chris' back to a corner when facing off against the Chainsaw Majini. -- Safari Chris owns Ship Deck Out of all stages, Ship Deck is Safari best stage overall. The best part is that he doesn't have to worry about random Cephalos! He can kill off the main threat of the stage (Chainsaw Majini pair) instantly as well! Like BSAA Chris, Safari Chris can also take advantage of the grenade launcher and get possible nitro and flash drops that will help him. He really shines on Ship Deck more than any other stage overall. ----------- STARS CHRIS ----------- -- STARS Chris vs Chainsaw Majini Against any Chainsaw Majini, always start with a shot to the leg to stun it. After the leg shot, finish the Chainsaw Majini off with headshot or leg shots (for melee killing). It's important that STARS Chris puts his back to a corner much like BSAA Chris when fighting a pair of Chainsaw Majini. Spread damage among the two but kill the red Chainsaw Majini first in order to keep the combo going - since the blue won't count as a kill until he falls from berserk status. When the blue Chainsaw Majini revives, shoot it in the head or body while it tries to get up to instantly kill it. Chris can do a melee kill against it also, but it's really worthless unless the Chainsaw Majini has already revived and is coming toward him. He will need a flash grenade to stun then shoot the Chainsaw Majini in the arm once, shoot it anywhere with one SIG shot (just in case) then perform a Hook for a melee kill. The SIG shot is only a precaution just in case his Hook hits the arm of the Chainsaw Majini. [ST08] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PRISON - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOLO STRATEGY - DUO STRATEGY - --------------- ALL CHRIS TYPES --------------- -- Random Cephalos: - Cocktail - Spiked Club -- Scripted Cephalos: - Machete 8 of these spawn from the southeast group of spawn points. - Sickle 1 of these spawns from the northeast spawn point. - Dynamite 1 of these spawns from the southeast group of spawn points. It always appears near the end with the other dynamite Majini. - Red Wrench 1 of these spawns from the open hole on the high south wall of the middle area. - Axe 1 of these spawns from the high doorway above the ladder near the railroad tracks. ---------- BSAA CHRIS ---------- -- BSAA Chris vs Prison Executioners BSAA Chris can have a very tough time against Prison Executioners since they require so many Ithaca blast to finish off. The best way to deal with one is to get it to perform an attack then dodge the attack and run toward it and blast it twice with the Itaca shotgun to stun it. Keep blasting it it then uppercut before it recovers and continue to blast it. Wait for it to attack once again then dodge again and repeat. It can be set up for a counter attack in the following ways: a) Run around it's left side (your right) when it reaches out to grab then blast it from behind. b) Get it to perform its overhead then back up to dodge it then shoot it while in close range. ------------ SAFARI CHRIS ------------ -- Safari Chris vs Prison Executioners Obviously you'll want to save the rocket launchers to kill the Red Executioner with Safari. MAKE SURE that the hit against the Red Executioner is a direct hit since it CAN survive an indirect hit at times. Look at the BSAA Chris section for killing the remaining Executioners with the M3 shotgun. Safari Chris can kill the Executioner a bit faster thanks to his high-powered shotgun. ----------- STARS CHRIS ----------- -- STARS Chris vs Prison Executioners The Prison Executioners on Prison can be a real pain for STARS Chris due to the heavy amount of magnum ammo they will take to finish off combined with the fact that magnum ammo can be rare. In a sense, STARS Chris relies on luck with magnum ammo drops when facing the Prison Exectuioners. It's very wise to conserve magnum ammo as much as possible with STARS Chris. Literally, use the machine gun to weaken Big Majini Majini to where Chris weaken them further with one magnum shot instead of having to use two shots. Kill Cephalos with flash rounds or electric rounds to conserve magnum ammo. [RS00] =============================================================================== - - T H E M E R C E N A R I E S R E U N I O N S T A G E S- - - - W I T H C H R I S - - =============================================================================== [RS01] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PUBLIC ASSEMBLY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- Scripted Cephalos: Allyson Female Majini with green bottle 2 Male Majini with green bottle -- Scripted Duvalias: Agitator Female Majini with shovel Male Majini with shovel -- Neck break scripted plagas Public Assembly has tons of scripted plagas enemies ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Executioner Warrior Chris can use a hand grenade to stun the Executioner, but it's really much better to trick him into attacking then quickly rush behind him and shoot him with the Hydra. Make him perform a grab from close range and rush around his right side then blast him from the back or make him perform his overhead swing from long range then rush ahead him and blast him. Either way, he will die within a few shots from the Hydra because of its intense spread. ----------------- HEAVY METAL CHRIS ----------------- -- Stun rod kill often Public Assembly is full of Plagas enemies so, it's very important to stun rod kill often after about 80 combo since the scripted plagas enemies will begin to spawn more often then. It's really best to get in the habit of stun rod killing overall with Heavy Metal Chris however. -- Heavy Metal Chris vs Executioner Heavy Metal Chris will need to use a hand grenade or proximity bomb to stun the Executioner. If you don't use one, Chris will just have to fire at the Executioner from a distance with the gatling gun - keep in that, that he can be stunned without a hand grenade or proximity bomb with Heavy Metal Chris. [RS02] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE MINES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Reaper Warrior Chris basically has no problem with a Reaper thanks to his Hydra. Simply aim for the chest weak point of a Reaper as it moves toward Chris and wait for it to open. Once the chest weak point opens, blast it with the Hydra then blast the Reaper's should weak points to kill it eventually with enough shots. ----------------- HEAVY METAL CHRIS ----------------- -- Heavy Metal Chris vs Reaper Heavy Metal Chris can weaken a Reaper easily with hand grenade or proximity bomb explosion. It's really best to lay down a proximity bomb when it follows Chris in order to hit it directly. Once it rolls after the explosion, shoot it in its chest weak point when it opens it up after the roll. It will always reveal the chest weak point when turning! [RS03] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VILLAGE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- Scripted Duvalias Wetland Majini with dark helmets ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Wetland Majini Wetland Majini are very weak (700 HP), so Warrior Chris can kill them off with an uppercut after a single shot leg stun with his handgun. Any undamaged Majini that is hit with an uppercut off of an other Majini will remain grounded for a stomp. -- Warrior Chris vs Giant Majini Aim for the legs of a Giant Majini and keep blasting it with the Hydra and following it back when slide backwards. Only uppercut if Chris is about to get hit. The shots take off quite a bit from close range, so make each shot to the legs with the Hydra VERY close to kill it quickly. ----------------- HEAVY METAL CHRIS ----------------- -- Heavy Metal Chris vs Wetland Majini After gaining a single leg stun, Heavy Metal Chris can kill off a Majini with an uppercut. Undamage Majini that are hit with an uppercut will remain grounded and ready for a stomp also! -- Heavy Metal Chris vs Giant Majini Heavy Metal Chris really only has a problem with Giant Majini when other enemies are in the area with him. Giant Majini are really no problem for Heavy Metal Chris otherwise - just aim at the legs of the Giant Majini then blast them with the gatling gun. Don't even worry about uppercutting, just spam gatling gun fire. [RS04] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ANCIENT RUINS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- Scripted Duvalias Wetland Majini with mud helmets (spawn on east side) -- Scripted Cephalos Torch Majini ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Torch Majini Always attempt a neck break against Torch Majini since many of them are scripted Cephalos and they also have a good bit of health. ----------------- HEAVY METAL CHRIS ----------------- -- Warrior Chris vs Scripted Plagas There are several scripted plagas that can be seen ahead of time on Ancient Ruins. The Majini with helmets on the east side area the easiest to see coming. Kill helmeted Majini and Torch Majini with the stun rod as the final hit. With Torch Majini, neck breaks can work just as well since they have a high health amount. [RS05] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXPERIMENTAL FACILITY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Base Majini The Base Majini in Mercenaries Reunion still have bad head shot detection on them for the most part, so Warrior Chris is best played as a leg stun character on Experimental Facility. Shoot the body and then the leg for a possible leg stun to set up an uppercut melee kill. Warrior Chris can also gain one leg stun with the handgun then take damage of lag shot and handgun shot + Uppercut to melee kill - this will give him two chances for a leg stun. ----------------- HEAVY METAL CHRIS ----------------- -- Melee kill Lickers Heavy Metal Chris can melee kill Lickers the easiest out of any Reunion character with his stun rod. Most Lickers will die after three stun rod hits or two gatling gun shots and a stun rod hit. Keep in mind that the Licker has several portions of its body that affect damage delivered do it. Chris is most likely going to hit either the front legs or the head, so the amount of attacks it takes to kill one with a stun rod will vary at times. Licker Beta (900 HP) Heart (+300%) Head (+10%) Body (normal damage) Front Legs (-30%) Rear Legs (-20%) [RS06] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MISSILE AREA - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------- WARRIOR CHRIS ------------- -- Having a Barry/Rebecca partner in duo When Warrior Chris has a Barry or Rebecca partner in duo Missile Area, he will not have a way to cancel the many scripted Cephalos on the top walkway in the middle of the stage. Basically, Chris will have to allow the Cephalo to spawn then attempt to melee kill it or bullet kill the Cephalo since he will not have a neck breaker! It's far better to have some other partner besides a Barry or Rebecca partner if you start on the 90 second end on Missile Area in duo. -- PSG-1 combo saving Since Missile Area has so many camping Majini that like to stand on high walkways, Warrior Chris' rifle can come in handy for shooting these camping Majini. -- Warrior Chris vs Gatling Gun Majini The Hydra is really the best weapon to kill the Gatling Gun Majini with. Trying to melee kill the Gatling Gun Majini will be tough since Warrior Chris can only easily perform an uppercut after a Hydra blast pushes the Gatling Gun Majini back. The Gatling Gun Majini can be stunned with PSG-1 shots to the legs or head and set up for a backhand or haymaker melee as well. The PSG-1 will not be an as much of an instant stun as a Hydra blast however. ----------------- HEAVY METAL CHRIS ----------------- -- Cancelling Cephalos Missile Area has a bunch of scripted Cephalos on it and most of them spawn when a player stands on the middle top walkway. Heavy Metal Chris can easily cancel all of the scripted Cephalos and gain a melee kill on them with his stun rod. Heavy Metal Chris can really be the best character for Missile Area on Reunion if you know how to play him and can save the Gatling Gun Majini with him. -- Heavy Metal Chris vs Gatling Gun Majini Chris will need a hand grenade or proximity bomb to stun the Gatling Gun Majini in Missile Area. He can easily spam damage on them with his gatling gun. It's really best not to try for a melee kill on them - Chris' gatling gun should remain firing once you start to fire. One good thing about saving a Gatling Gun Majini boss with Heavy Metal Chris is that he can take more damage with his bullet proof jacket and he can also shield himself from gunfire with his steel backpack! Basically, a Heavy Metal Chris player can turn Chris' back on the Gatling Gun Majini when it starts to fire and allow the backpack to keep the bullets from hitting him - you will have to sort of aim the backpack toward the bullet spray in order for this to work. [RS07] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHIP DECK - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------- WARRIOR CHRIS ------------- -- Warrior Chris vs Chainsaw Majini Warrior Chris can easily kill a chainsaw Majini with his Hydra from close range. He doesn't even really need to stun one since he can blast it in its body for max spread damage to make it fall rather fast. Against berserking blue Chainsaw Majini, Warrior Chris can stand over their bodies and blast them with the Hydra as they get up or he can shoot them from long range with his PSG-1. -- PSG-1 for camping bowgun Majini Ship Deck can be very annoying when it comes to the Majini that will camp on the crane tower and north tower when a player moves into the north and west spawning region. Warrior Chris has the advantage of easy long distance firepower with his PSG-1 however, so he can easily kill these nuisances if they are spotted while they camp on either tower. Warrior Chris can be a great asset on Ship Deck because of his rifle. ----------------- HEAVY METAL CHRIS ----------------- -- Heavy Metal Chris vs Chainsaw Majini Heavy Metal Chris has a bad problems with stunning a Chainsaw Majini. He must stun one with a hand grenade or a proximity bomb. Other than stunning one with an explosive, he can't stun it with shots fired to its body. Against a berserking blue chainsaw Majini, Heavy Metal Chris can lay down a proximity bombs directly on the body of the blue Chainsaw Majini before it wakes up then have the proximity bomb kill it when it tries to revive. From a distance, Heavy Metal Chris can toss hand grenades at a berserking blue chainsaw Majini. [RS08] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PRISON - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------- WARRIOR CHRIS ------------- - Warrior Chris vs Prison Executioners Warrior Chris' Hydra works very well against a Prison Executioner because of its intense spread per shot and overall damage. Before shooting a Prison Executoner, it's best to make it attack with a grab or an overhead attack then dodge the attack (run around its left side when it grabs) and blast it with the Hydra from behind. Use a hand grenade to stun an Executioner or clear enemies away from it if needed. ----------------- HEAVY METAL CHRIS ----------------- -- Heavy Metal Chris vs Prison Executioners Oh, dear god... the Public Assembly Executioners can be annoying enough with Heavy Metal Chris and now you have two with even more health! There is no real special way to defeat an Executioner with Heavy Metal Chris aside from stunning it with a hand grenade or a proximity bomb followed by spamming it with gatling gun fire. Each Executioner will take several stuns and bullets in order to kill, so Heavy Metal Chris is going to have a VERY difficult time defeating a Prison Executioner in solo play on Prison. In duo, he can fall back on his partner. [YT00] =============================================================================== - - Y O U T U B E C H A N N E L S - - =============================================================================== Watching videos to see the gameplay of what I showcase in this guide is extremely helpful. It's really best to see gameplay in video format to understand it better in The Mercenaries or The Mercenaries Reunion. The following is a list of several Chris players' Youtube Channels on Youtube. Most of these players used only Chris for many of their runs. I only list players that have been around for a while, not those that started within the past year, so these are not all current Chris players. Really, the majority of these players have moved on to other games, but these players have the best examples of the way Chris is used today since many of them were playing as Chris from the beginning. ------------------------------------------------------------------------------- -- Berserker Kev Console: Xbox 360/PS3 (mainly Xbox) Control Type: Type B Region: America http://www.youtube.com/BerserkerSTARS Shameless plug again! I mainly only used STARS Chris early on, but recently switched over to BSAA Chris more often. I used mainly Heavy Metal Chris in Mercs Reunion, though I did use Warrior for some runs. Most of my runs are duo with various partners. The majority of my runs are with all different partners since I never truly had a consistent main partner for duo - I'm often busy with other games. NOTE 1: One interesting thing I'd like to point out about my videos is that I started with Type D then switched over to Type B after the first six months I started Mercs seriously. I feel that they show off the advantages of Type B over a control type without camera control. NOTE 2: I have two Missile Area runs with cha55163 on my page. Cha was the original STARS Chris solo player, and his side of my 911K Missile Area BSAA Chris/STARS Chris duo run is linked to on my page. My side - http://www.youtube.com/watch?v=0EZKplaUdr8 Cha's side - http://www.youtube.com/watch?v=6L4rtq_hnas Cha55163 was the player that inspired the way STARS Chris is used by many other players today with his videos, so he deserves much credit. Without seeing his videos, I would have never switched to Type B. ------------------------------------------------------------------------------- -- CabesuObama Console: Xbox 360 Control Type: Type B? Region: Japan http://www.youtube.com/ChabesuObama Cabesu has some excellent solo and duo Chris runs for The Mercenaries. His main duo partner was combattmagnum. You can see both sides of their duo runs if you go to both of their pages. He uses STARS Chris, Safari Chris and BSAA Chris in solo. ------------------------------------------------------------------------------- -- combattmagnum Console: Xbox 360 Control Type: Type A Region: Japan http://www.youtube.com/combattmagnum If ever there was a Chris partner that I had that was very faithful to playing duo runs with me, it would be combatt (Yu). Out of all Chris players, he is my favorite! He uses STARS Chris. ------------------------------------------------------------------------------- -- Fabrisio78 Console: PC Control Type: Mouse and Keyboard Region: Turkey http://www.youtube.com/user/fabrisio78 Fabrisio uses STARS Chris and has a few BSAA Chris runs for PC. He has some rather impressive Public Assembly solo and duo runs on his page. ------------------------------------------------------------------------------- -- JoRez0 Console: PC Control Type: Mouse and Keyboard Region: Malaysia http://www.youtube.com/user/JoRez0 Like Fabrisio, Jorez uses a mouse and keyboard setup while playing on PC, so his gameplay will sometimes look a bit different when compared to console play. Jorez uses STARS Chris and BSAA Chris and has some very epic runs with both. ------------------------------------------------------------------------------- -- Kayu_uma Console: PlayStation 3 Control Type: Type A Region: Japan http://www.youtube.com/Kayuiuma1 This man knows Chris well and he knows how to entertain you with his videos. His patience for solo runs knows no bounds. He is really the best source for BSAA Chris and Safari Chris solo runs. Also, Kayu is your best source for Reunion Chris runs by far. Kinokoking was Kayu's partner for many of his duo runs, so you can watch both sides of their runs if you go to kinokoking's channel also. ------------------------------------------------------------------------------- -- kinokoking Console: PlayStation 3 Control Type: Type A Region: Japan http://www.youtube.com/kinokokingPA4 Kinokoking is the only other player besides myself on this list that has never used another character besides Chris. He is Chris exclusive. He started out using BSAA Chris then started using STARS Chris more often. ------------------------------------------------------------------------------- -- Seitengrate Console: PlayStation 3 (Xbox early on) Control Type: Type A Region: United Kingdom http://www.youtube.com/user/SeitengrateZero Seitengrate has many great Chris runs both new and old, solo and duo. Not only his own runs, but several runs from Japanese Chris players as well. Look for runs by RAGIA_2_RAGI and rainbow_495 on his page for some epic double Chris duo runs. ------------------------------------------------------------------------------- -- JuJuJC (She uses Sheva) Console: PlayStation 3 (She mains Sheva) Control Type: Type B (She is Sheva exclusive) Region: United Kingdom (This is a plug for her) http://www.youtube.com/user/JuJuJC She'd kill me if I didn't mention her, so be sure to check out JuJu's page. JuJu and Seitengrate have many Sheva and Chris duo runs which you can see both sides of if you visit her page as well as Seitengrate's. She used Chris every now and then with Seitengrate during duo runs. She also used Warrior Chris in Reunion a few times because... she has this thing for Warrior's well-defined back muscles. ------------------------------------------------------------------------------- [EE00] =============================================================================== - - E V E R Y T H I N G E L S E - - =============================================================================== ******************************************************************************* UPDATES ******************************************************************************* --> 10/28/11 - Added a mention of a head shot melee combination for STARS Chris - Added some better formatting for the main melee setups for each Chris ******************************************************************************* SPECIAL THANKS ******************************************************************************* - - - -- Extra Special Thanks to all of these friends: - BoBo_273 - BrawnySilverfox - cha55163 - Chris x STARS - combattmagnum - Doom-Light - Etgar W - iK1NG - JohnnyBigK/BigKahoona22 & Mina - Jorez0 - JuJuJC - Kayu_uma - kinokoking - Lepido_Lite - masuo0 - Nico - NightmareReapers - Paglie - PrinceMadara - Riku76610 - rocket - Seitengrate - Sonico - T Mac080 - Tom Guycot - X KaneWallace X - xUmbrellaCo RE5 Mercs wouldn't have been the same without all of you! Thanks a lot! - - - -- Special Thanks to all Chris players: - babaaaaaaaaaaaa7 - BrawnySilverfox - CabesuObama/inouekaburera - cha55163 - Chris x STARS - ChrisxBSAA - combattmagnum - DUKE_TOGO - fabrisio78 - Faustifier - GoGo_dsL - greatboss2 - Jorez0 - JuJuJC - Kayu_uma - kinokoking - KotierWolf - Lepido_Lite - masuo0/graygoat30/trout-zero - miya-1212 - ocabex - OkitaxRingo - Paglie - RAGIA_2_RAGI - rainbow_495 - Riku76610 - Ritalin202 - Seitengrate - SixPockets- - SOLID VIPER/SDS VIPER - Tom Guycot/Ranger Girard - - - Special Thanks to all Resident Evil 5 Mercs players also. I've had good experiences with the majority of you. We all have our differences brought on by rivalries from the game, but no matter what, I still acknowledge all of you. ******************************************************************************* COPYRIGHT ******************************************************************************* This document Copyright 2011 Kevin Hall (Berserker) Resident Evil 5 Copyright 2009 Capcom Ltd. This document is for private and personal use only. Do not try to sell this document for profit. This is a free document and should remain free. Do not try to reproduce this document in any way, shape, or form. Do not alter this FAQ in any way. Use of this guide on any other web site, besides the sites that have contacted me, or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to use this FAQ on your site, then contact me for permission first. This FAQ can only be found on a few sites as of now and I am keeping a list of those sites. Contact me if you want to use it. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ., ,. \ '. - - http://berserkersblog.blogspot.com - - .' / '. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .' '. '. ___ __ __ __ __ __ __ __ .' .' '.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.' .., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,.. ( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / ) '. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .' '. \/\ '. .' /\/ .' '. \/\/' '\/\/ .' '.....' T E A R T H R O U G H T H E G A M E! '.....' /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/</p>