Resident Evil Wiki
Resident Evil Wiki
(Adding categories)
No edit summary
(86 intermediate revisions by 25 users not shown)
Line 1: Line 1:
  +
{{articletype|rw}}[[File:Leon kick.jpg|thumb|[[Leon S. Kennedy|Leon]] executing a round house-kick in the Gamecube version of [[Resident Evil 4]].]]
[[File:Kick01.jpg|thumb|[[Leon]] executing a round house-kick in the Gamecube version of [[Resident Evil 4]]]]'''Melee moves''' are context-sensitive attacks that can be performed against enemies in ''[[Resident Evil 4]],'' ''[[Resident Evil 5]], [[Resident Evil 6]], [[Resident Evil:The Mercenaries 3D|Mercenaries 3D]] ''and ''[[Resident Evil: Revelations|Revelations]]''. They can be performed by first shooting an enemy in a body part such as the legs or face, and then pressing the on-screen button while the enemy is stunned. Melee moves often deal devastating damage that rivals or surprasses even the strongest firearms.
 
  +
'''Melee Combat '''is a mechanic introduced in ''[[Resident Evil Outbreak]], ''involving close -quarters-combat, often with no firearm involvement as means of offense or defense''. ''It later evolved into context-sensitive attacks that can be performed against enemies in ''[[Resident Evil 4]]'', ''[[Resident Evil 5]]'', ''[[Resident Evil 6]]'', ''[[Resident Evil: The Umbrella Chronicles|Umbrella Chronicles]]'', ''[[Resident Evil: The Darkside Chronicles|Darkside Chronicles]]'', ''[[Resident Evil: The Mercenaries 3D|Mercenaries 3D]]'', ''[[Resident Evil: Revelations|Revelations]]'', ''[[Resident Evil: Revelations 2|Revelations 2]]'', and ''[[Resident Evil 7: Biohazard]]''. More often than not, melee attacks provide players with certain tactical advantage; invulnerability frames, crowd control, direct damage, and most importantly, ammo conservation.
   
  +
For information ''Resident Evil 6's'' mechanics, see [[Melee (RE6)]].
They debuted in Resident Evil 4, and evolved further in Resident Evil 5. Melee moves are often used by experienced players to save ammo and get spacing, as when used, the player is invincible from incoming attacks from other enemies, and will also hit/knock/stagger any enemy nearby depending on the angle/position.
 
   
  +
For information ''Resident Evil 7: Biohazard's'' mechanics, see [[Melee (RE7)]].
==In Resident Evil 4==
 
   
  +
==Outbreak saga iterations==
Limited to face and leg reaction moves, they can also be triggered by slashing the enemies' face and legs with the [[knife]]. Enemies knocked down stay in the ground for some seconds before getting up, leaving them open to weapon fire or knife slashing.
 
  +
Melee combat in Outbreak series are often very weak thus ill-advised as means of offense. Instead it is used to create a minimal but oftentimes crucial seconds-worth of opening/ opportunities where other players or characters to assume other tasks or break down most non-key-specific locked doors. Nevertheless, while it is ill-advised as a manner of offense, advanced players can utilize it to its fullest potential in most scenarios to gain the no weapon bonus achievement.
   
  +
=== <u>Post-Outbreak iterations</u> ===
In the Mercenaries game all characters have their own Melee Movesets, though some share similar moves.
 
  +
Melee attacks in post-Outbreak games can be performed by first shooting an enemy in specific body part, such as the limbs or face, and then pressing the corresponding button prompt displayed on-screen while the enemy is stunned. Unlike melee combat system pioneered in Outbreak series, in ''Resident Evil 4'' and later titles, melee combat often deal devastating damage that rivals or surpasses even the strongest firearms while providing players invulnerability frames, making them a viable play style not just for ammo conservation sake but also for creating further strategical opportunities.
   
  +
Not too dissimilar to Outbreak games, downed enemies can be finished off with a stomp input. Should players align their player characters to face enemy heads, they can often finish said enemies off should no further mutations occur. Otherwise, stomps in post-Outbreak titles deal considerable damage to downed enemies.
==In Resident Evil 5==
 
  +
==General==
  +
Prior to the Outbreak saga, almost every Resident Evil game features the [[knife]] as a last ditch melee weapon to use. While it is ill-advised to engage in melee combat in these games due to the underwhelming damage output it has, it can be very deadly in the hands of the more patient and expert players, providing them means of clearing pathways while conserving ammunition. 
   
  +
Pre-Outbreak series, some players purposefully knock zombie crowds down and let some of them grab onto their player character to execute a stomp finisher in order to save ammunition at the cost of some of their health while clearing a path. This was no longer necessary after Outbreak series' inception as stomps can now be performed manually without the need of purposefully sacrificing some health in the process. 
Aside the standard moves, there are also the Melee Assists, which consists of reaction commands to be used when your partner is grabbed by an enemy; he/she will hit the enemy, freeing the partner and leaving the aggressor in a stunned state. After assisting, your partner may use a reaction melee on the now stunned opponent to finish him off.
 
   
  +
==''Resident Evil Outbreak''==
While in Resident Evil 4 only by shooting the enemies' legs or head the reaction command appears, in Resident Evil 5 shooting the arms also trigger it. Different moves are used depending where the enemy is shot. Some moves, such as [[Sheva Alomar|Sheva]]'s Throat Slit or [[Chris Redfield|Chris]]'s Neckbreaker (triggered by shooting the enemies' legs and pressing the button while behind them), will instantly kill regular Majinis ([[Town Majini|Town]], [[Wetlands Majini|Wetlands]] and [[Base Majini|Base]]) and prevent their [[Plaga]] from emerging.
 
   
  +
In ''Resident Evil Outbreak ''(ergo its sequel; File#2)'', ''unarmed melee attacks can be triggered at will by having no weapons equipped and utilizing any of the assigned combat inputs. More often than not, this involves characters performing a short distance shoulder tackle which deals minimal damage but is capable of stunning or staggering weaker enemies, providing other players/ AI partner npcs some breathing room if needed be.
[[File:Resident-evil-the-mercenaries-3d-3ds 050.jpg 760.jpg|thumb|[[Barry Burton]] delivers a devastating kick to a [[zealot]]'s head in [[The Mercenaries 3D]].]]
 
   
  +
Some characters such as Kevin and George have special mechanics where they can perform variations of the standard melee attack; Kevin having a strong kick assigned as his special which keeps himself away from potential enemy grabs but leaves himself open to retaliation should he misses, whereas George can delay and charge his tackle for an even stronger knock back effect that is capable of sending zombies flying back as well as negating incoming damage should it be performed at the right moment.
It's also possible to make Chain Melee Attacks with your partner by shooting the enemy in the arm and using the reaction command: the enemy will be knocked back, but standing in a stunned animation, allowing the other character to hit him with another melee finish him. Some enemies, mostly sub-bosses such as [[Executioner Majini]], [[Chainsaw Majini]], [[Big Man Majini]] and [[Gatling Gun Majini]], can be hit a third time by the first player in this chain, and this particular attack is far more powerful than all other moves.
 
   
  +
All unarmed offensive melee maneuvers are often used to break open non-password-specific locked doors.
Enemies knocked down, but alive, can be executed by the player. Approaching a knocked down enemy will trigger a reaction command that inflict heavy damage and usually causes head-critical damage, making the enemy head explode. Sub-bosses such as Executioner Majini and Chainsaw Majini are immune to those instant kill melees, since they can't be knocked down.
 
   
  +
Other characters such as Jim, Alyssa, Cindy, and Yoko are instead given evasive maneuvers that can be used to negate incoming damage completely if performed at the right moment. Similarly, Mark is given a defensive move where he can block incoming damage to mitigate it, giving players using him the opportunity to directly retaliate afterwards (though this does not negate the chance of enemies bleeding Mark characters thus still a risky maneuver).
In ''The Mercenaries'' mini-games, melee kills add five seconds to the timer. In ''The Mercenaries Reunion'' melee attacks are heavily buffed, being able to kill almost any regular Majini, depending on the character; also, in Duo Mode characters have access to different and more powerful moves, called Special Melees, depending on who is the partner.
 
   
  +
David has a unique melee mechanic where he can chain knife attacks successively if each strike is timed correctly, providing players means to make knife combat a viable offensive strategy. More often than not, successfully executing the full knife combo will stagger zombies to a downed state, open for stomps or further knife assault. In similar albeit contrasting manner, Mark is capable of charging his melee attacks to deal substantial damage in a single hit, often sending weaker enemies flying or knocking down tougher enemies such as hunters at the cost of breaking an equipped melee weapon slightly faster.
==In Resident Evil: The Mercenaries 3D==
 
   
  +
All characters gain similar gimmick to that of David's knife combo in file#2, instead this time it can be performed with any melee weapon. This however, will leave characters breathless for a short while after performing chained melee strikes, thus vulnerable.
<p style="border-bottom-width:0px;border-left-width:0px;font-style:inherit;font-weight:inherit;margin-top:1em;margin-right:0px;margin-bottom:1em;margin-left:0px;padding-top:0px;padding-right:0px;padding-bottom:0px;padding-left:0px;vertical-align:baseline;">Most melee attacks remain the same, with a few characters having different moves. The characters are now balanced to a sort, with some moves being buffed while others received minimal nerf. The attack patterns and Melee Prompts are the same of Resident Evil 5.</p>
 
   
  +
All 8 characters can also perform a quick (albeit still weak) stomp/ kick to downed enemies to finish the off by aiming down nearby a downed hostile; though this will often require multiple execution to finish even the weaker enemies in the Outbreak games. It nevertheless is viable to keep said enemies stunned in place while other characters/ players mind their own business.
==In Resident Evil: Revelations==
 
 
==''Resident Evil 4''==
  +
In ''Resident Evil 4'', melee attacks can performed against [[Ganados]] by pressing the action button after stunning them. The visual reaction is the signal that melee attacks can be used; Ganados can be attacked when they are stunned by being damaged on the head (they hold onto their face in pain), or being shot in the lower leg area (they will fall to their knees). Handguns, the [[TMP]], and well placed [[knife]] slashes can achieve these stun set ups. Melee attacks will knock enemies down to the ground, and it will take a few seconds for them to get back up, leaving them open to weapon fire, knife slashing, or running past them. Being grabbed by Ganados and shaking them off will sometimes result in grapple-breaking attacks, which will briefly stun them, but not leave them open to reaction commands.
   
  +
In the [[The Mercenaries (RE4)|Mercenaries]] minigame, all characters have their own melee attacks, that can be performed in the same manner. For example, [[HUNK/gameplay#Resident Evil 4|HUNK]]'s head stun melee attack, the Neckbreaker, is the only attack in the game that will instantly kill the target, which even includes more resilient enemies like the [[Chainsaw Man]] and the [[Chainsaw Sisters]] opponents. [[Jack Krauser/gameplay#The Mercenaries|Krauser]]'s head stun melee attack consists of two kicks in a row that can hit enemies twice, being the only melee attack that consists in two hits. Krauser also has a unique melee attack that involves using his mutated arm to quickly dispose of enemies in a single shot; however, it's not a reaction command, but rather a special move that can be activated after a certain amount of time.
It is the first game in where a melee attack can be charged for more damage, although this leaves the player vulnerable to attacks from other active enemies (however the player is still invincible during the execution). Finishing an enemy off with a melee attack in Raid Mode often awards the player with an item such as extra ammo.
 
   
  +
There are other melee prompts can be used in specific situations against certain enemies. Some of the examples include:
==In Resident Evil 6==
 
  +
* Leon can perform a reverse roundhouse kick against [[Novistador]]es when they use a specific attack.
  +
* Against [[El Gigante]]s, after inflicting enough damage, they will knell over in pain and their plaga will expose itself; the player can <span>start a quicktime event</span> to climb onto their back and attack the plaga by repeatedly pressing the assigned button.
  +
* <span>During Leon's fight against Krauser, while collecting the beast plate and feeling from a chasing Krauser, a series of two to four quicktime events can come up, where Leon can dodge his knife attacks and counterattack with a drop kick. </span>
  +
* Leon and Ada, during their respective fights with Saddler, will have the chance to stab him in his mouth-eye mutation after stunning him by dealing a certain amount of damage.
   
 
==''Resident Evil 5''==
<p style="border-bottom-width:0px;border-left-width:0px;font-style:inherit;font-weight:inherit;margin-top:0.4em;margin-right:0px;margin-bottom:0.5em;margin-left:0px;padding-top:0px;padding-right:0px;padding-bottom:0px;padding-left:0px;vertical-align:baseline;">Similar to the previous games, the Melee System in Resident Evil 6 allows reaction moves, though stunning an opponent is usually harder and requires more than one shot in the specific area.</p>
 
  +
A refined ''Resident Evil 4'' melee system is present in ''Resident Evil 5'', which has been heavily expanded. Enemies can still be stunned by taking damage on the head and leg areas, but now can also be stunned by when hit on the arms. Characters will also use a different attack depending on wether they approach the enemy from the front side or back side for arm or leg stuns, resulting in a total of five variations for melee attacks.
   
 
Each character has a different set of attacks and with different properties, meaning there is a difference between playing as Chris or Sheva in the main game (other than how she aims left handed). Some moves, such as [[Sheva Alomar|Sheva]]'s Throat Slit or [[Chris Redfield|Chris]]'s Neckbreaker, will instantly kill regular [[Majini]]s ([[Town Majini|Town]], [[Wetlands Majini|Wetlands]] and [[Base Majini|Base]]) and prevent their [[Plaga]] from emerging.
<p style="border-bottom-width:0px;border-left-width:0px;font-style:inherit;font-weight:inherit;margin-top:0.4em;margin-right:0px;margin-bottom:0.5em;margin-left:0px;padding-top:0px;padding-right:0px;padding-bottom:0px;padding-left:0px;vertical-align:baseline;">Additionally, all characters now can use standard Melee Attacks freely that can be used at any time, most of them being strong enough to stun (thus opening a chance to Reaction Moves) or even kill an opponent. However, each of these moves consumes a quantity of stamina, displayed under the character's health. This stamina regenerates slowly, but if completely depleted the player will be unable to use Melee Attacks. In this case the bar will flash red and regenerate slower than usual, and the player will only be able to use Melee Attacks again when it's full. Trying to use melee attacks with the bar depleted will result in a very slow and weak attack, leaving the character vulnerable to the opponents.</p>
 
   
  +
It's also possible to perform Chain Melee Attacks with the partner, allowing to unleash powerful finishing moves on enemies. Against regular Majini, stunning them on the arm and using the reaction command will knock them back, but not cause them to fall over; from here the partner can follow up with melee attack, which in turn will prompt for a third and final attack to be used by the first attacker; these finishing moves are far more powerful than any other type of melee attacks. Some enemies, mostly sub-bosses such as [[Executioner Majini]], [[Chainsaw Majini]], [[Big Man Majini]] and [[Gatling Gun Majini]], can also be hit with the chained attacks, or in some cases, be hit with a finish move right away. There are two types finishing moves, one done from the front and the other from the back.
<p style="border-bottom-width:0px;border-left-width:0px;font-style:inherit;font-weight:inherit;margin-top:0.4em;margin-right:0px;margin-bottom:0.5em;margin-left:0px;padding-top:0px;padding-right:0px;padding-bottom:0px;padding-left:0px;vertical-align:baseline;">[[Jake Muller|Jake]] is unique as he can "equip" an item called [[Jake_Muller/gameplay#Hand-to-Hand|Hand to Hand]], which allows him to use different types of melee attacks and combos, allowing him to engage close combat more efficiently than other characters. Most of his moves are based on his [[Albert Wesker|father]]'s.</p>
 
   
  +
Enemies that are knocked down to the ground are left vulnerable for a ground melee attack. These attacks can cause critical damage and instantly kill enemies if the player is standing directly over their head, as opposed to other body parts. However, this will not prevent their Plaga from emerging, so it is advised to take caution when doing so, as some enemies' head can mutate into a Cephalo or other types of Plagas.
==Trivia==
 
   
 
There are also the Melee Assists moves, which are done with the [[Partner Action Button]]. When the partner is grabbed by an enemy, using the assist button will cause the character to hit the opponent, freeing the partner and leaving the aggressor in a stunned state. After assisting, your partner may use a reaction melee on the now stunned opponent.
* In the Mercenaries in Resident Evil 4, [[Krauser]] has a unique Melee attack that instantly kill any enemy, using his mutated arm. However, it's not a reaction command, but rather a special move that can be used after an amount of time (after 1 minute, when his arm glows red).
 
  +
* In the Mercenaries in Resident Evil 4, [[HUNK]] is the only character in the game that can instantly kill enemies (only regular [[Ganados]]) with reaction moves, more specifically his head stun melee, which consists in snapping the enemy's neck (This will kill the [[Bella Sisters ]] immediately and will prevent the escape of the [[Plagas]] of other Ganados). Being equipped with a modified TMP makes him very deadly, as a small barrage of fires in the head can lead into a chain of neck breaks.
 
  +
If an enemy is stunned by conventional means, both players can hit with melee attack at the same time, if timed correctly. However, this cannot be done if the attack is an execution move, which is done from behind when the enemy is stunned on the legs.
* In The Mercenaries Reunion in Resident Evil 5, characters have access to Special Melees in Duo Mode, depending on who they're paired with:
 
  +
**[[Chris]]'s leg stun melee is different if his partners are [[Barry]] or Rebecca.
 
 
In ''[[The Mercenaries (RE5)|The Mercenaries]]'' mini-games, melee kills add five seconds to the timer, which is a crucial part of gameplay in order to achieve higher scores. In ''[[The Mercenaries Reunion]]'', melee attacks are much stronger, able to kill almost any regular Majini in a single hit. Additionally, characters have access to Special Melees in Duo Mode depending on who they're paired with:
**[[Sheva]]'s ground execution is different if her partners are [[Josh Stone|Josh]] or Excella.
 
**[[Rebecca Chambers|Rebecca]]'s arm stun melee is different if her partners are [[Excella]] or Chris.
+
*[[Chris Redfield|Chris]]'s leg stun melee are different if his partner is [[Barry Burton|Barry]] or Rebecca.
 
*[[Sheva Alomar|Sheva]]'s ground execution is different if her partner is [[Josh Stone|Josh]] or Excella.
* In The Mercenaries Reunion in Resident Evil 5, Rebecca and Excella are the only characters whose some of the reaction commands are not visually Melee attacks. Rebecca uses small flame spray to burn the enemies (which can hit nearby enemies) and medicine sprays which stun the enemy (functioning like a pepper spray, as she aims in the eyes), and she also uses a taser (her Chain Finisher) which kills instantly almost any enemy and prevents Plagas from emerging. Excella in the other hand has an instant kill where she injects a serum of first aid in the enemy's neck.
 
 
*[[Rebecca Chambers|Rebecca]]'s arm stun melee is different if her partner is [[Excella Gionne|Excella]] or Chris.
* In The Mercenaries Reunion in Resident Evil 5, [[Barry Burton]] is the only character in the game to use a gun in one of his Melee Attacks, more specifically his Ground and Back Execution. These shots do not consume any existing ammo. It'll also hits any enemy who happens to be really close to Barry.
 
  +
* In Resident Evil 5, the Stun Rod, as the name suggest, is a very effective weapon for stunning enemies and proceed to Melee. A good strategy is to aim downwards, hitting the enemy's legs, and then quickly move behind them to use the Back Finisher.
 
  +
There are a few example of attacks that aren't physical but are still performed as explained above. For example, Sheva uses her kurki in her execution moves; Rebecca uses flame spray, tear gas, and a taser; Excella uses a lethal injection syringe; and [[Barry Burton]] uses his signature magnum to pistol whip or fire a bullet (which doesn't use ammo).
* Much like Krauser in Resident Evil 4, [[Wesker]] can use his signature high-speed dash in The Mercenaries in Resident Evil 5 at any time, by pressing R3, in exchange of 10% of his life bar. He'll charge forward until hitting an obstacle, which makes it a very good move to escape tight situations or travel long distances in short time. He's also invincible during the dash.
 
  +
** Running through Majinis will stun them, allowing the partner or Wesker himself to perform reaction commands. The player can also change running direction by pressing left or right plus the Run Button, or turn 180º by pressing down plus the Run Button; changing running direction can be done only 3 times.
 
  +
While not part of the regular melee system, [[Albert Wesker|Wesker]] can use his signature high-speed dash in The Mercenaries (at the cost of a small amount of health) at any time. Running through Majinis will deal a small amount of damage and briefly stun them. Wesker can also perform a Special Melee Attack <span>during the dash, </span>called Knee Cannon, which deals large damage, and will usually kill any normal [[Majini]] in a single hit, or knock them down.
** Also, Wesker can perform a Special Melee called Knee Cannon, which can only be used during the dash. Though the timing is slightly difficult, will be fatal to most regular [[Majini]], either killing or dealing heavy damage causing knockdown. Stronger enemies such as [[Executioner Majini]], [[Chainsaw Majini]] and [[Agitator]] will not be instant killed, but will receive heavy damage.
 
  +
[[Category:Resident Evil 4]]
 
  +
Characters also have a special type of melee attack to used exclusively against lickers when they are stunned, instantly killing them.
[[Category:Resident Evil 5]]
 
  +
[[Category:The Mercenaries]]
 
  +
Also, during fights with Wesker, players have access to a unique quicktime event combo if they can stun him.
  +
 
==''Resident Evil: The Mercenaries 3D''==
 
[[File:Mercenaries 3D - Barry gameplay 1.jpg|thumb|[[Barry Burton]] delivers a devastating kick to a [[Cultist]]'s head in [[The Mercenaries 3D]].]]
  +
In ''Resident Evil: The Mercenaries 3D'', the attack patterns and Melee Prompts are the same as ''Resident Evil 5''. A few characters have different moves than their ''Resident Evil 5'' counterparts. Notably, the characters are now balanced to an extent, some moves been modified to be more useful and reliable while others have been downgraded to be not as powerful. For example, [[Rebecca Chambers]] no longer has her Flame Spray and [[HUNK]] loses his neck breaker move (but gains new melee attacks involving concealed blades).
  +
 
==''Resident Evil: Revelations''==
  +
''Resident Evil: Revelations'' only features one melee move for each character, and now the player can charge this melee attack to deal more damage. However, this leaves the player vulnerable to attacks from other enemies or even the targeted enemy should they recover (however the player is still invincible during the execution). Evident from [[Raid Mode]], all melee attacks have the same base damage, only changing if a character has a skill stating their melee does extra damage, or if the player has a weapon equipped with the Brass Knucles part, which increases melee damage. Enemies are also much harder to stun compared to the previous games, making Melee Attacks not so reliable as before.
  +
  +
In order to use your melee attack, enemies must be stunned but the method of doing so varies for each enemy. Regular and Pincer [[Ooze]] must be damaged in both their arms, Hunters and [[Farfarello]]s have to be shot  in the head as they start to dash, [[Scagdeads]] and [[Ultimate Abyss|Final Form Abyss]] simply need to sustain so much damage to be stunned. [[Scarmigliones]] and the previously listed can be instantly stunned with a [[Pulse Grenade]], with the exception of Final Form Abyss.
  +
  +
An interesting feature about performing a melee attack in Revelations is that just attempting to do one, even if it fails to connect and regardless the amount of charge it has, will instantly reload your current weapon to its maximum capacity. This can be used strategically by some players who may prefer to melee an enemy in some situations instead of having to wait for the reload animation.
  +
  +
==''Resident Evil: Revelations 2''==
  +
''Resident Evil: Revelations 2'' features 3 types of melee moves: stun melee moves, follow-ups, and stealth attacks in addition to standard melee weapon combats.
  +
* Like ''Revelations'', stun melee moves can only be used when an enemy is stunned. These melee moves can be charged for longer periods of time after being upgraded with [[Battle Points|BP]]. Only the main character can do stun melee moves.
  +
* Follow-ups is used on grounded enemies, initially it can only be done with the support character, but with upgrades, main character can also do follow-ups.
  +
* Stealth attacks can be done to enemies who are not aware of the character's presence.
  +
In [[Raid Mode (Revelations 2)|Raid Mode]], there are some character skills that involve melee:
  +
* [[Gabriel Chavez]] can use Ground Pounds to damage surrounding enemies.
  +
* [[Gina Foley]] can use Gesticulation to damage enemies with her gesture.
  +
* Leon can use his Shockwave skill to push enemies away.
  +
* [[Pedro Fernandez]] can use his Drill Charge to run through enemies and deal damage.
  +
* Leon's Inherent skills; ''Savor the moment'', and ''Melee Mastery,'' substantially increases knife damage output and mobility.
  +
  +
==Sources==
  +
<references/>
  +
{{Controls}}
  +
{{Resident Evil 5 gameplay}}
 
[[Category:Melee]]
  +
[[Category:Resident Evil: The Darkside Chronicles gameplay]]
  +
[[Category:Resident Evil: The Umbrella Chronicles gameplay]]
  +
[[Category:Resident Evil: Revelations gameplay]]
 
[[Category:Resident Evil 4 gameplay]]
 
[[Category:Resident Evil 5 gameplay]]
  +
[[Category:Resident Evil: Revelations 2 gameplay]]
 
[[Category:Resident Evil: The Mercenaries 3D]]
 
[[Category:Resident Evil: The Mercenaries 3D]]
[[Category:Gameplay elements]]
+
[[Category:Resident Evil Outbreak gameplay]]
[[Category:Gameplay]]
 
[[Category:Concepts]]
 

Revision as of 06:53, 15 December 2019

Real World article
(Written from a Production point of view)
Leon kick

Leon executing a round house-kick in the Gamecube version of Resident Evil 4.

Melee Combat is a mechanic introduced in Resident Evil Outbreak, involving close -quarters-combat, often with no firearm involvement as means of offense or defense. It later evolved into context-sensitive attacks that can be performed against enemies in Resident Evil 4, Resident Evil 5, Resident Evil 6, Umbrella Chronicles, Darkside Chronicles, Mercenaries 3DRevelations, Revelations 2, and Resident Evil 7: Biohazard. More often than not, melee attacks provide players with certain tactical advantage; invulnerability frames, crowd control, direct damage, and most importantly, ammo conservation.

For information Resident Evil 6's mechanics, see Melee (RE6).

For information Resident Evil 7: Biohazard's mechanics, see Melee (RE7).

Outbreak saga iterations

Melee combat in Outbreak series are often very weak thus ill-advised as means of offense. Instead it is used to create a minimal but oftentimes crucial seconds-worth of opening/ opportunities where other players or characters to assume other tasks or break down most non-key-specific locked doors. Nevertheless, while it is ill-advised as a manner of offense, advanced players can utilize it to its fullest potential in most scenarios to gain the no weapon bonus achievement.

Post-Outbreak iterations

Melee attacks in post-Outbreak games can be performed by first shooting an enemy in specific body part, such as the limbs or face, and then pressing the corresponding button prompt displayed on-screen while the enemy is stunned. Unlike melee combat system pioneered in Outbreak series, in Resident Evil 4 and later titles, melee combat often deal devastating damage that rivals or surpasses even the strongest firearms while providing players invulnerability frames, making them a viable play style not just for ammo conservation sake but also for creating further strategical opportunities.

Not too dissimilar to Outbreak games, downed enemies can be finished off with a stomp input. Should players align their player characters to face enemy heads, they can often finish said enemies off should no further mutations occur. Otherwise, stomps in post-Outbreak titles deal considerable damage to downed enemies.

General

Prior to the Outbreak saga, almost every Resident Evil game features the knife as a last ditch melee weapon to use. While it is ill-advised to engage in melee combat in these games due to the underwhelming damage output it has, it can be very deadly in the hands of the more patient and expert players, providing them means of clearing pathways while conserving ammunition. 

Pre-Outbreak series, some players purposefully knock zombie crowds down and let some of them grab onto their player character to execute a stomp finisher in order to save ammunition at the cost of some of their health while clearing a path. This was no longer necessary after Outbreak series' inception as stomps can now be performed manually without the need of purposefully sacrificing some health in the process. 

Resident Evil Outbreak

In Resident Evil Outbreak (ergo its sequel; File#2), unarmed melee attacks can be triggered at will by having no weapons equipped and utilizing any of the assigned combat inputs. More often than not, this involves characters performing a short distance shoulder tackle which deals minimal damage but is capable of stunning or staggering weaker enemies, providing other players/ AI partner npcs some breathing room if needed be.

Some characters such as Kevin and George have special mechanics where they can perform variations of the standard melee attack; Kevin having a strong kick assigned as his special which keeps himself away from potential enemy grabs but leaves himself open to retaliation should he misses, whereas George can delay and charge his tackle for an even stronger knock back effect that is capable of sending zombies flying back as well as negating incoming damage should it be performed at the right moment.

All unarmed offensive melee maneuvers are often used to break open non-password-specific locked doors.

Other characters such as Jim, Alyssa, Cindy, and Yoko are instead given evasive maneuvers that can be used to negate incoming damage completely if performed at the right moment. Similarly, Mark is given a defensive move where he can block incoming damage to mitigate it, giving players using him the opportunity to directly retaliate afterwards (though this does not negate the chance of enemies bleeding Mark characters thus still a risky maneuver).

David has a unique melee mechanic where he can chain knife attacks successively if each strike is timed correctly, providing players means to make knife combat a viable offensive strategy. More often than not, successfully executing the full knife combo will stagger zombies to a downed state, open for stomps or further knife assault. In similar albeit contrasting manner, Mark is capable of charging his melee attacks to deal substantial damage in a single hit, often sending weaker enemies flying or knocking down tougher enemies such as hunters at the cost of breaking an equipped melee weapon slightly faster.

All characters gain similar gimmick to that of David's knife combo in file#2, instead this time it can be performed with any melee weapon. This however, will leave characters breathless for a short while after performing chained melee strikes, thus vulnerable.

All 8 characters can also perform a quick (albeit still weak) stomp/ kick to downed enemies to finish the off by aiming down nearby a downed hostile; though this will often require multiple execution to finish even the weaker enemies in the Outbreak games. It nevertheless is viable to keep said enemies stunned in place while other characters/ players mind their own business.

Resident Evil 4

In Resident Evil 4, melee attacks can performed against Ganados by pressing the action button after stunning them. The visual reaction is the signal that melee attacks can be used; Ganados can be attacked when they are stunned by being damaged on the head (they hold onto their face in pain), or being shot in the lower leg area (they will fall to their knees). Handguns, the TMP, and well placed knife slashes can achieve these stun set ups. Melee attacks will knock enemies down to the ground, and it will take a few seconds for them to get back up, leaving them open to weapon fire, knife slashing, or running past them. Being grabbed by Ganados and shaking them off will sometimes result in grapple-breaking attacks, which will briefly stun them, but not leave them open to reaction commands.

In the Mercenaries minigame, all characters have their own melee attacks, that can be performed in the same manner. For example, HUNK's head stun melee attack, the Neckbreaker, is the only attack in the game that will instantly kill the target, which even includes more resilient enemies like the Chainsaw Man and the Chainsaw Sisters opponents. Krauser's head stun melee attack consists of two kicks in a row that can hit enemies twice, being the only melee attack that consists in two hits. Krauser also has a unique melee attack that involves using his mutated arm to quickly dispose of enemies in a single shot; however, it's not a reaction command, but rather a special move that can be activated after a certain amount of time.

There are other melee prompts can be used in specific situations against certain enemies. Some of the examples include:

  • Leon can perform a reverse roundhouse kick against Novistadores when they use a specific attack.
  • Against El Gigantes, after inflicting enough damage, they will knell over in pain and their plaga will expose itself; the player can start a quicktime event to climb onto their back and attack the plaga by repeatedly pressing the assigned button.
  • During Leon's fight against Krauser, while collecting the beast plate and feeling from a chasing Krauser, a series of two to four quicktime events can come up, where Leon can dodge his knife attacks and counterattack with a drop kick.
  • Leon and Ada, during their respective fights with Saddler, will have the chance to stab him in his mouth-eye mutation after stunning him by dealing a certain amount of damage.

Resident Evil 5

A refined Resident Evil 4 melee system is present in Resident Evil 5, which has been heavily expanded. Enemies can still be stunned by taking damage on the head and leg areas, but now can also be stunned by when hit on the arms. Characters will also use a different attack depending on wether they approach the enemy from the front side or back side for arm or leg stuns, resulting in a total of five variations for melee attacks.

Each character has a different set of attacks and with different properties, meaning there is a difference between playing as Chris or Sheva in the main game (other than how she aims left handed). Some moves, such as Sheva's Throat Slit or Chris's Neckbreaker, will instantly kill regular Majinis (Town, Wetlands and Base) and prevent their Plaga from emerging.

It's also possible to perform Chain Melee Attacks with the partner, allowing to unleash powerful finishing moves on enemies. Against regular Majini, stunning them on the arm and using the reaction command will knock them back, but not cause them to fall over; from here the partner can follow up with melee attack, which in turn will prompt for a third and final attack to be used by the first attacker; these finishing moves are far more powerful than any other type of melee attacks. Some enemies, mostly sub-bosses such as Executioner Majini, Chainsaw Majini, Big Man Majini and Gatling Gun Majini, can also be hit with the chained attacks, or in some cases, be hit with a finish move right away. There are two types finishing moves, one done from the front and the other from the back.

Enemies that are knocked down to the ground are left vulnerable for a ground melee attack. These attacks can cause critical damage and instantly kill enemies if the player is standing directly over their head, as opposed to other body parts. However, this will not prevent their Plaga from emerging, so it is advised to take caution when doing so, as some enemies' head can mutate into a Cephalo or other types of Plagas.

There are also the Melee Assists moves, which are done with the Partner Action Button. When the partner is grabbed by an enemy, using the assist button will cause the character to hit the opponent, freeing the partner and leaving the aggressor in a stunned state. After assisting, your partner may use a reaction melee on the now stunned opponent.

If an enemy is stunned by conventional means, both players can hit with melee attack at the same time, if timed correctly. However, this cannot be done if the attack is an execution move, which is done from behind when the enemy is stunned on the legs.

In The Mercenaries mini-games, melee kills add five seconds to the timer, which is a crucial part of gameplay in order to achieve higher scores. In The Mercenaries Reunion, melee attacks are much stronger, able to kill almost any regular Majini in a single hit. Additionally, characters have access to Special Melees in Duo Mode depending on who they're paired with:

  • Chris's leg stun melee are different if his partner is Barry or Rebecca.
  • Sheva's ground execution is different if her partner is Josh or Excella.
  • Rebecca's arm stun melee is different if her partner is Excella or Chris.

There are a few example of attacks that aren't physical but are still performed as explained above. For example, Sheva uses her kurki in her execution moves; Rebecca uses flame spray, tear gas, and a taser; Excella uses a lethal injection syringe; and Barry Burton uses his signature magnum to pistol whip or fire a bullet (which doesn't use ammo).

While not part of the regular melee system, Wesker can use his signature high-speed dash in The Mercenaries (at the cost of a small amount of health) at any time. Running through Majinis will deal a small amount of damage and briefly stun them. Wesker can also perform a Special Melee Attack during the dash, called Knee Cannon, which deals large damage, and will usually kill any normal Majini in a single hit, or knock them down.

Characters also have a special type of melee attack to used exclusively against lickers when they are stunned, instantly killing them.

Also, during fights with Wesker, players have access to a unique quicktime event combo if they can stun him.

Resident Evil: The Mercenaries 3D

Mercenaries 3D - Barry gameplay 1

Barry Burton delivers a devastating kick to a Cultist's head in The Mercenaries 3D.

In Resident Evil: The Mercenaries 3D, the attack patterns and Melee Prompts are the same as Resident Evil 5. A few characters have different moves than their Resident Evil 5 counterparts. Notably, the characters are now balanced to an extent, some moves been modified to be more useful and reliable while others have been downgraded to be not as powerful. For example, Rebecca Chambers no longer has her Flame Spray and HUNK loses his neck breaker move (but gains new melee attacks involving concealed blades).

Resident Evil: Revelations

Resident Evil: Revelations only features one melee move for each character, and now the player can charge this melee attack to deal more damage. However, this leaves the player vulnerable to attacks from other enemies or even the targeted enemy should they recover (however the player is still invincible during the execution). Evident from Raid Mode, all melee attacks have the same base damage, only changing if a character has a skill stating their melee does extra damage, or if the player has a weapon equipped with the Brass Knucles part, which increases melee damage. Enemies are also much harder to stun compared to the previous games, making Melee Attacks not so reliable as before.

In order to use your melee attack, enemies must be stunned but the method of doing so varies for each enemy. Regular and Pincer Ooze must be damaged in both their arms, Hunters and Farfarellos have to be shot  in the head as they start to dash, Scagdeads and Final Form Abyss simply need to sustain so much damage to be stunned. Scarmigliones and the previously listed can be instantly stunned with a Pulse Grenade, with the exception of Final Form Abyss.

An interesting feature about performing a melee attack in Revelations is that just attempting to do one, even if it fails to connect and regardless the amount of charge it has, will instantly reload your current weapon to its maximum capacity. This can be used strategically by some players who may prefer to melee an enemy in some situations instead of having to wait for the reload animation.

Resident Evil: Revelations 2

Resident Evil: Revelations 2 features 3 types of melee moves: stun melee moves, follow-ups, and stealth attacks in addition to standard melee weapon combats.

  • Like Revelations, stun melee moves can only be used when an enemy is stunned. These melee moves can be charged for longer periods of time after being upgraded with BP. Only the main character can do stun melee moves.
  • Follow-ups is used on grounded enemies, initially it can only be done with the support character, but with upgrades, main character can also do follow-ups.
  • Stealth attacks can be done to enemies who are not aware of the character's presence.

In Raid Mode, there are some character skills that involve melee:

  • Gabriel Chavez can use Ground Pounds to damage surrounding enemies.
  • Gina Foley can use Gesticulation to damage enemies with her gesture.
  • Leon can use his Shockwave skill to push enemies away.
  • Pedro Fernandez can use his Drill Charge to run through enemies and deal damage.
  • Leon's Inherent skills; Savor the moment, and Melee Mastery, substantially increases knife damage output and mobility.

Sources