R E S I D E N T _______ ( ____ \ | ( \/ | (____ (_____ \ ) ) /\____) ) \______/ E V I L _____ .__ / \ ___________ ____ ____ ____ _____ _______|__| ____ ______ / \ / \_/ __ \_ __ \_/ ___\/ __ \ / \\__ \\_ __ \ |/ __ \ / ___/ / Y \ ___/| | \/\ \__\ ___/| | \/ __ \| | \/ \ ___/ \___ \ \____|__ /\___ >__| \___ >___ >___| (____ /__| |__|\___ >____ > \/ \/ \/ \/ \/ \/ \/ \/ __________ .__ \______ \ ____ __ __ ____ |__| ____ ____ | _// __ \| | \/ \| |/ _ \ / \ | | \ ___/| | / | \ ( <_> ) | \ |____|_ /\___ >____/|___| /__|\____/|___| / \/ \/ \/ \/ [JERECAINE'S GUIDE] [EMAIL: undergroundpencilstbh@live.com] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===========================---TABLE OF CONTENTS---============================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HINT: use CTRL+F to use the shortcuts listed beside each section ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SECTION I: EXPLANATION [EXP00] .......................................HOW THIS GUIDE WILL BE EXPLAINED [EXP02] .............................................................CATEGORIES [EXP03] .........................................................SCORES N STUFF [EXP04] -THE CHARACTERS- SECTION II: CHRIS REDFIELD [CRED0] ......................................................HEAVY METAL CHRIS [CRED1] ..........................................................WARRIOR CHRIS [CRED2] SECTION III: SHEVA ALOMAR [SALO0] .........................................................BUSINESS SHEVA [SALO1] ........................................................FAIRYTALE SHEVA [SALO2] SECTION IV: OTHERS [BRJE0] ...........................................................BARRY BURTON [BRJE1] .......................................................REBBECA CHAMBERS [BRJE2] .............................................................JOSH STONE [BRJE3] .........................................................EXCELLA GIONNE [BRJE4] SECTION V: DUO [DUO01] ..........................................................HOW DUO WORKS [DUO01] .............................................................DUO 'CHAT' [DUO02] ......................................................HEAVY METAL CHRIS [DUO03] ..........................................................WARRIOR CHRIS [DUO04] .........................................................BUSINESS SHEVA [DUO05] ........................................................FAIRYTALE SHEVA [DUO06] ...........................................................BARRY BURTON [DUO07] .......................................................REBBECA CHAMBERS [DUO08] .............................................................JOSH STONE [DUO09] .........................................................EXCELLA GIONNE [DUO10] SECTION VI: QUICKLIST/TIER LISTS [QUI00] ..........................................................WEAPON DAMAGE [QUI01] ...........................................................MELEE DAMAGE [QUI02] ..................................................................TIERS [QUI03] -ENEMIES- SECTION VII: TOWN MAJINI [TWN00] ...................................................................INFO [TWN01] ................................................................WEAPONS [TWN02] ..................................................................TYPES [TWN03] .............................................................STRATEGIES [TWN04] SECTION VIII: WETLANDS [WTL00] ...................................................................INFO [WTL01] ................................................................WEAPONS [WTL02] ..................................................................TYPES [WTL03] .............................................................STRATEGIES [WTL04] SECTION IX: BASE MAJINI [BSE00] ...................................................................INFO [BSE01] ................................................................WEAPONS [BSE02] ..................................................................TYPES [BSE03] .............................................................STRATEGIES [BSE04] SECTION X: SUB-BOSSES [SUB00] ...................................................................INFO [SUB01] ............................................................EXECUTIONER [SUB02] .........................................................BIG MAN MAJINI [SUB03] ........................................................CHAINSAW MAJINI [SUB04] ...........................................................GIANT MAJINI [SUB05] .....................................................GATLING GUN MAJINI [SUB06] SECTION XI: PLAGAS AND MORE [PLA00] ...................................................................INFO [PLA01] .................................................................ADULJE [PLA02] ................................................................CEPHALO [PLA03] .............................................................BUI KICHWA [PLA04] ................................................................KIPEPEO [PLA05] ................................................................DUVALIA [PLA06] ............................................................LICKER BETA [PLA07] .................................................................REAPER [PLA08] SECTION XII: FINAL [FINAL] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _ _ _ __ __ /_\ | |__ ___ _ _| |_ | \/ |___ / _ \| '_ \/ _ \ || | _| | |\/| / -_) /_/ \_\_.__/\___/\_,_|\__| |_| |_\___| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My real name is Jeremy Edwards, but I'm also known as KaneWallace (XBL GT: X KaneWallace X) or Jerecaine. I have been a Mercenaries fan ever since around the end of 2009, and have been a fan of Resident Evil/Biohazard ever since 2004 (yes, I'm one of those who played RE4 first :P). My Email: undergroundpencilstbh@live.com My Guide Youtube Channel & Mercenaries Reunion Playlist: http://www.youtube.com/playlist?list=PLCCC25A246D684C06&feature=mh_lolz ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =========================---SECTION I: EXPLANATION---========================== [EXPL0] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ___ _ _ _ | __|_ ___ __| |__ _ _ _ __ _| |_(_)___ _ _ | _|\ \ / '_ \ / _` | ' \/ _` | _| / _ \ ' \ |___/_\_\ .__/_\__,_|_||_\__,_|\__|_\___/_||_|..........................[EXP01] |_| So, how will this guide work? Basically, compared to my first guide it will be a LOT more detailed. There will be different categories each character will be in, revolving around different types or traits. Sections II, III, and IV are going to explain the SOLO aspects of the characters, so if you think I missed some stuff (team melees), make sure you check in Section V: Duo. I guess you can kinda consider this a 'cliff note' version of Berserker's guide. - Melee type: What should you go for when gaining kills? - Partner Bonus Melee Type: What they gain from teaming with special partners - Weapon Effectiveness: Is their overall weapon set good for crowds or more one on one? - Solo/Crowd: Is this character best at killing a crowd or a single enemy? - Stage effectiveness: What stages is the character more effective? - Main Weapon: Main weapon to use for killing basic enemies - Boss Killer: Main weapon to use for Stage Bosses ___ _ _ / __|__ _| |_ ___ __ _ ___ _ _(_)___ ___ | (__/ _` | _/ -_) _` / _ \ '_| / -_|_-< \___\__,_|\__\___\__, \___/_| |_\___/__/...............................[EXP02] |___/ Melee Types ----------- Arm Stun Front Arm Stun Back Head Stun Leg Stun Front Leg Stun Back Ground Tag Team Front Tag Team Back Weapon Effectiveness -------------------- Close Range Long Range Crowd Control Soloist Solo/Crowd ---------- Soloist Crowd Control Stages ------ Public Assembly The Mines Village Ancient Ruins Experimental Facility Missile Area Ship Deck Prison ___ ___ _ __ __ / __| __ ___ _ _ ___ ___ _ _ / __| |_ _ _ / _|/ _| \__ \/ _/ _ \ '_/ -_|_-< | ' \ \__ \ _| || | _| _| |___/\__\___/_| \___/__/ |_||_| |___/\__|\_,_|_| |_|....................[EXP03] What this section will detail is what you should do for certain score ranges in Mercenaries Reunion. These aren't 100% accurate, but this should give you a general idea on what to work on for any stage. NOTE: Scores 1000k and above as of now is only possible on Village, Ancient Ruins, Ship Deck, and Prison. 600,000-700,000+ --- * Get Full Combo * Get timers in any order you wish 800,000-900,000+ --- * Get Full Combo * Get timers in any order you wish * Melee as much as possible 950,000-1,000,000+ --- * Get Full Combo * Have a specific order and time in getting timers. I suggest watching various runs to get an idea on where to go * Try to save bosses until after 100 combo or so * Melee as much as possible 1,010,000-1,050,000+ --- * Get Full Combo * Have a specific order and time in getting timers. I suggest watching various runs to get an idea on where to go and when to move * Try to save bosses until after 130-140 combo or so * Melee as much as possible See what I mean? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =====================---SECTION II: CHRIS REDFIELD---========================== [CRED0] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chris, like in Normal Mercenaries, is your starter character. Both types have strong weapons, but are pretty low at stunning bosses, especially Heavy Metal. One upside to them is when teamed with Barry or Rebecca they gain 2 much stronger leg stun melees more suited for crowd control albeit they are slightly slower. Use him if you just want to get in the feel of Reunion, since none of his really stands out. MELEE DAMAGE .--------------------------------------------------------------------. | Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) | |====================================================================| | 300 | 300 | 400 | Kill | 600 | 3,000 | .--------------------------------------------------------------------. .---------------------------------------------. | Tag Team Finish (b) | Ground | Partner Help | |=============================================| | 3,000 | 600 | 500 | .---------------------------------------------. SPECIAL MELEE DAMAGE (MUST HAVE BARRY/REBECCA PARTNER) .-------------------. | Leg (f) | Leg (b) | |===================| | 2,000 | 1,500 | .-------------------. _ _ __ __ _ _ | || |___ __ ___ ___ _ | \/ |___| |_ __ _| | | __ / -_) _` \ V / || | | |\/| / -_) _/ _` | |........................[CRED1] |_||_\___\__,_|\_/ \_, | |_| |_\___|\__\__,_|_| |__/ "EXOSKELETON CHRIS" _____________________________________________________________ MELEE TYPE | Leg Stun Front, Leg Stun Back ------------------------------------------------------------- PARTNER BONUS | Same ------------------------------------------------------------- WEAPON EFFECTIVNESS | Close Range, Crowd Control ------------------------------------------------------------- SOLO/CROWD | Crowd ------------------------------------------------------------- BEST STAGE | Experimental Facility ------------------------------------------------------------- WORST STAGE | Prison ------------------------------------------------------------- MAIN WEAPON | Gatling Gun, Stun Rod ------------------------------------------------------------- BOSS KILLER | Gatling Gun, Frag Grenades +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .--------------------------. | Gatling Gun : 350 | |==========================| | Stun Rod : 350 | |==========================| | Hand Grenade : 1000-1500 | |==========================| | Prox Mines : 1000-1500 | .==========================. + Unlimited Ammo + A melee and bulletproof vest. +/- Only character that can melee kill everything. Extremely risky and difficult to do for some enemies though. - With the Gatling gun equipped, movement and firing makes HM Chris the slowest character in Reunion. - Boss killing is pathetic without hand grenades. - Backpack can block your vision a little. --> Basic Overview <-- At first glance, you're probably thinking 'Wow, this Chris can tear through everything!' Let me say this: get that thought out of your head because he can't. To be successful with him, you'll have to realize he's one of the hardest characters to use and requires some time. For one, he is oh-so slow with the GG out. He's like a tank as his aiming and movement is slowed due to the weight of the backpack and gun itself. You'll constantly need to switch back and forth between the GG and Stun rod to move across the stage quick and kill enemies. Wetland Enemies can be a problem because of how purely aggressive they can get. Another thing that hurts HM is while his GG is strong, it's not a good stun weapon at all. The best example is to go on Prison and try to shoot one of the executioners without grenades. It's very tough isn't it? You're in trouble without grenades if you go up against any boss. Does all of this make him a character you shouldn't use? Not at all. He does have a lot of advantages over other characters. One major difference is the fact he can take more damage than anyone. The bulletproof/melee vests can't be discarded, and is a nice addition for the close quarters combat he'll need to do. His backpack, although distracting, is good to always have because you avoid one of the most annoying things in this mode: getting grabbed from behind. Sometimes the enemies will hit the backpack and not you, letting you get away damage free! HEAVY METAL & MELEES -------------------- Heavy Metal's melee kills are by far the hardest in Reunion to control and set up. Those with itchy trigger fingers will most likely want to turn away IF you want to learn how to get high scores with him. Both of his leg stuns melees are what you want to go for to gain kills. 2 Gatling gun shots to leg > leg stun (front or back) > melee attack is by far his best option, but it's also slow due to the fact you have to wait for the Gatling Gun to start up, shoot, and then wait for the bullets to get there (the bullets on the GG is slow for some reason). After the two shots, if they are still unaffected, quickly run up and use the Stun Rod, and that will surely kill them. It's normally not a good idea go use the Stun Rod alone a lot, as the hit detection is hard to get right and cause you to miss, especially on small enemies. If a enemy is downed but not dead, it's best to run up to them and use the stun rod instead of stomp (later in the run when Plagas start to appear), as any kill with a stun rod prevents cephalos. It's also worth to note any kill with the Stun Rod prevents any possible Plagas spawn. If you suspect anyone to spawn one, definitely do the 3 Stun Rod hits. Yes it's longer, but it's worth the risk at times. RECOMMENDED MELEE KILLS: 2 Gatling Gun Shots to Leg (1 for Wetland Majini)> Leg Stun > Uppercut, 2 Gatling Gun Shots to Leg > Leg Stun > Neck Breaker, 3 Stun Rod Hits. HEAVY METAL & BOSSES -------------------- HM Chris is by far the character most dependent on frag grenades. Josh can easily do a run without his (strategy depends), but HM Chris will need those suckers for bosses. In my opinion from what I've seen and what I've played myself, using JUST the Gatling Gun on bosses is a very bad idea. The GG makes HM Chris too slow since it doesn't stun quickly at all, and bosses such as the Executioner and Chainsaw Majini will have a field day with him. Even with Frag Grenades, HM Chris still has to wait for the barrel of the GG to start before he actually does damage. The only boss enemy HM Chris is superb for is The Reaper on The Mines. With a Frag Grenade, HM Chris can easily shower the white spots on a reaper with bullets without mercy. HEAVY METAL & STAGES -------------------- In terms of stages, Prison is by far his worst. HM is swamped with just about everything you can think of here in very tight hallways, including the Red Executioner, and he just doesn't have the speed to deal with it all without getting hit a bunch. His best stage, Experimental Facility, is due to the fact he's the one character that can gain 5 second melee bonuses on the lickers consistently. While it is possible for other characters to gain melees on them, it's based on the fact IF the lickers get flipped on their backs, which is practically impossible to do before they die. HEAVY METAL & COMBO SAVING -------------------------- And the blows just keep on coming! Without grenades, Heavy Metal is a bad combo saver. Sure, he's great at close range, but the Gatling Gun speed and accuracy really hurts him long range. Plus, he can't instantly kill a plagas spawn close range quick enough. EXTRAS ------ *The backpack from the Gatling Gun will prevent HM Chris from getting grabbed from behind. * The Backpack will also prevent HM Chris from getting shot from behind by the GG Majini on Missile Area or the Machine Gun Majini on Experimental Facility. VIDEO LINKS ----------- 'Ship Deck 1,008,871 SOLO' by Kayuiuma1: http://www.youtube.com/watch?v=KQXVYwxD77I 'Experimental Facility 677,373 SOLO' by Kayuiuma1: http://www.youtube.com/watch?v=meHK5Kk2Gds (Part One) http://www.youtube.com/watch?v=yhhBSiNwwKE&feature=related (Part Two) 'Prison 1,006,355 DUO' by Berserker Kev (Heavy Metal Chris) and Paglie (Barry): http://www.youtube.com/watch?v=acZnk-v_LvE FINAL RATING: 6 (all of the ratings are out of 10) __ __ _ \ \ / /_ _ _ _ _ _(_)___ _ _ \ \/\/ / _` | '_| '_| / _ \ '_|........................................[CRED2] \_/\_/\__,_|_| |_| |_\___/_| _____________________________________________________________ MELEE TYPE | Leg Front, Leg Back, Head ------------------------------------------------------------- PARTNER BONUS | Same ------------------------------------------------------------- WEAPON EFFECTIVNESS | Close Range, Long Range, Crowd Control ------------------------------------------------------------- SOLO/CROWD | Crowd ------------------------------------------------------------- BEST STAGE | None ------------------------------------------------------------- WORST STAGE | None ------------------------------------------------------------- MAIN WEAPON | P8 ------------------------------------------------------------- BOSS KILLER | Hydra +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .--------------. | Hydra : 400 | |==============| | PSG-1 : 1200 | |==============| | P8 : 300 | .==============. + One of the best shotguns in Reunion. + P8 has piercing, so it's good for double melee setups and destroying wetland shields - PSG-1 Sniper is most of the time not that useful unless on a certain stage. It can be discarded. - Other than his shotgun, nothing really stands out. Pretty much all of what he can do others can do better. --> Basic Overview <-- The "Ryu All Around" character, Warrior is the 'training' character of Reunion like BSAA Chris was in the original mercenaries. If you know enough, his overall gameplay is very simple. For starters, his P8 pistol has piercing, just like the punisher from RE4. This can really come in handy for setting up multi melee kills, but keep in mind it can work against you because the bullet could go right through an enemy....and hit that conveniently placed red explosive barrel he's standing in front of. The best thing to do with Warrior is to take out any red barrels you see BEFORE you start killing. Those who played the original mercenaries, or at least versus, probably knows the destructive power the Hydra has. It's no different here, although it does have competition with Josh's M3. Warrior's Hydra does have a tighter spread, so it is more accurate, plus it's a bit faster and holds more ammo. So, a P8 pistol that can pierce and a high powered shotgun? What's bad about this guy? Nothing I haven't mentioned, but all of his tricks he can do others can do better. Warrior Chris is basically a watered down Josh with a sniper. WARRIOR & MELEES ---------------- Unlike his partner in crime Heavy Metal, Warrior Chris can appeal to either one of two types of players: Head Stun or Leg Stun. Warrior is by a longshot faster, as a Head Stun from one P8 shot + Straight will kill any normal majini. RECOMMENDED MELEE KILLS: P8 shot to head > head stun > straight, P8 shot to body > P8 shot to leg> leg stun > uppercut (f), P8 shot to leg > leg stun > neck breaker (b). WARRIOR & BOSSES ---------------- First of all, when going up against a boss, don't even think of the PSG-1. Use the Hydra always, as the PSG-1 takes too long to aim if you try to use it in a close area, as the zoomed view it will be hard to see. Second, just because it is the Hydra doesn't mean it will blow through everything like Wesker S.T.A.R.S. in the normal mercenaries. One thing I'd suggest is to get a lot of shotgun ammo (at least 30-40 extra shells) as the Hydra is needed for a lot of things: Sudden plagas spawns, bosses, and the like. WARRIOR & STAGES ---------------- There is no good or bad stage for Warrior. He has the right weapons to deal with just about everything: a sniper for Ship Deck or Missile Area, a shotgun for The Mines and any other stage with small enemies, and a piercing pistol for Wetland Majini with shields. WARRIOR & COMBO SAVING ---------------------- The Hydra is great for combo saving! It will pretty much destroy any non boss enemy at close range, and if they don't die in one shot, they definitely will the second...or third. The PSG1 is nice backup alternate for the Hydra, but the problem is a lot of stages you'll hardly ever need it. I can definitely tell you it is damn near useless on Prison, as the tight corridors don't give you a lot of room to aim. VIDEO LINKS ----------- 'Prison 914,509 SOLO' by Kayuiuma1: http://www.youtube.com/watch?v=2N55NtLlq2o&list=PL85B806E8A19FE69E 'Ship Deck 1,056,471 SOLO' by Kayuiuma1: http://www.youtube.com/watch?v=iB9nE7juo34&feature=mfu_in_order&list=UL 'Ancient Ruins 1,051,256 DUO' by Berserker Kev (Warrior Chris) and Myself (Business Sheva): http://www.youtube.com/watch?v=g8iferqLusA&list=PLCCC25A246D684C06&index=7&feat ure=plpp FINAL RATING: 7.5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =======================---SECTION III: SHEVA ALOMAR---========================= [SALO0] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the original mercenaries, Sheva as a whole was by far the worst character. Not to say she's purely crap, but to have a best character (Wesker), there has to be a worst. All of them had major flaws that really hurt their game at high scoring unlike Wesker, or even Jill. Examples being Tribal needed to depend on flame grenades, nitrogen rounds and electric rounds for melees, Clubbin' had a weak shotgun and very slow sniper rifle for boss killing, and BSAA didn't have a 100% sure fire set-up for a melee kill that wasn't her slow ground stab. My goodness, did she get one hell of an upgrade. Fairytale Sheva could easily be considered one of the best characters to use in Mercenaries Reunion. Business Sheva is great too (any character with a Magnum is), but she pales in comparison to her counterpart. FT Sheva is a pure powerhouse and a healing machine, and Business is a quickster when it comes to saving the combo at the last second. If it isn't obvious yet Fairytale is the better one due to her M500 and 5 golden eggs. MELEE DAMAGE .--------------------------------------------------------------------. | Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) | |====================================================================| | 250 | 250 | 600 | Kill | 600 | Kill | .--------------------------------------------------------------------. .---------------------------------------------. | Tag Team Finish (b) | Ground | Partner Help | |=============================================| | 3,000 | 600 | 500 | .---------------------------------------------. SPECIAL MELEE DAMAGE (MUST HAVE EXCELLA/JOSH PARTNER) .--------. | Ground | |========| | 600 x2 | .--------. ___ _ | _ )_ _ __(_)_ _ ___ ______ | _ \ || (_-< | ' \/ -_|_-<_-<..........................................[SALO1] |___/\_,_/__/_|_||_\___/__/__/ "SHEVA (OFFICE LADY)" _____________________________________________________________ MELEE TYPE | Head ------------------------------------------------------------- PARTNER BONUS | Ground ------------------------------------------------------------- WEAPON EFFECTIVNESS | Soloist ------------------------------------------------------------- SOLO/CROWD | Crowd ------------------------------------------------------------- BEST STAGE | None ------------------------------------------------------------- WORST STAGE | Prison ------------------------------------------------------------- MAIN WEAPON | SIG P226 ------------------------------------------------------------- BOSS KILLER | Lightning Hawk +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .-----------------------. | SIG P226 : 480 | |=======================| | Lightning Hawk : 3000 | |=======================| | Prox. Mines : 1500 | .=======================. + Strongest pistol hands down. Two shots can kill any normal majini. + Also gains a Magnum. Not as strong as FT, but much faster. - Due to the power of her pistol, you only get one chance at a melee kill. - Low ammo count for both weapons. --> Basic Overview <-- Business is the 'speedster' of the 2 Shevas. Nowhere near as strong as her counterpart, but could definitely kill Majini faster. Keep in mind that I say that if you're not meleeing a lot (which you should really be doing). Her SIG P226, while powerful, can backfire in your face if you're like me and prefer to melee instead shoot everything as you only get once chance for a stun. Even if you're the gung-ho type, her pistol doesn't hold a lot of ammo so you're going to need to do some searching for ammo as early as possible. Out of the 3 characters who have a Magnum, Business Sheva's Lighting Hawk is the worst. FT's has extreme power but horrid speed, and Barry has around the same speed as Business, adding the fact it holds more and it's stronger. It's mostly about preference though: Do you want something quick that can instantly stop that one boss enemy that snuck up on you without bad recoil? Pick Business. Regarding the proximity mines: if you find a good enough supply of frag grenades...get rid of them. Why have something you can't aim and requires the enemy to walk over it instead of something you can aim yourself? BUSINESS & MELEES ----------------- ALWAYS go for head stuns whenever possible. She does not have the spare ammo to set up Leg stuns (which usually takes 2 shots) consistently, so the less ammo you use, the better. Business really requires some precise aiming whenever possible, some lucky ammo drops, and the fact her view point is different that others can easily throw people off. She is truly a character that requires some expert handling before going for those million scores. Whenever teamed with Josh or Excella, Business gains a MUCH better ground melee (Double Fang). It's much stronger, much faster, and has more crowd control than her original impale. RECOMMENDED MELEE KILLS: SIG P226 to head > head stun > Roundhouse BUSINESS & BOSSES ----------------- Business is one of 3 characters that has to power to stop any boss in their tracks instantly without the use of grenades. Her magnum is damaging, but to get that desired damage like Barry and Fairy Tale, she is practically an ammo hog with it. It's the weakest of the 3, and she can easily blow through her extra 12 bullets in a heartbeat, since it's also the best way to kill other enemies (Big Man Majini). BUSINESS & STAGES ----------------- There is no 'good' stage for Business, as she can be pretty effective on any of them due to her powerful pistol. Prison is that one exception. Let me explain: On Prison you have the Normal Executioners with added health, The Red Executioners with even more health, and a lot of Big Man Majini especially near the end. Not taking into account the added Plagas spawns and normal Majini, Business is going to need her Magnum a LOT. Lucky Magnum ammo drops is really dependant for her here. BUSINESS & COMBO SAVING ----------------------- Business is GREAT for combo saving since her Magnum is a one hit kill on almost anything, including the added fact her pistol only takes 2 shots to kill a normal majini. The problem here is you have to be very precise. Remember it's not a shotgun that you can quickly shoot in the direction of the enemy and get a kill, so you actually have to aim right at the enemy. VIDEO LINKS ----------- 'The Mines 824,527 SOLO' by ATK-negi, uploaded by SeitengrateZero http://www.youtube.com/watch?v=iaT5UeX_pYo 'Ship Deck 1,116,127 DUO' by SeitengrateZero (Business Sheva) and JuJuJC (Warrior Chris) FINAL RATING: 7.5 ___ _ _____ _ | __|_ _(_)_ _ _ _ |_ _|_ _| |___ | _/ _` | | '_| || | | |/ _` | / -_)..................................[SALO2] |_|\__,_|_|_| \_, | |_|\__,_|_\___| |__/ "SHEVA (FOLKLORE)" _____________________________________________________________ MELEE TYPE | Leg ------------------------------------------------------------- PARTNER BONUS | Ground ------------------------------------------------------------- WEAPON EFFECTIVNESS | Crowd, Soloist ------------------------------------------------------------- SOLO/CROWD | Crowd ------------------------------------------------------------- BEST STAGE | Village ------------------------------------------------------------- WORST STAGE | None ------------------------------------------------------------- MAIN WEAPON | SIG 566 ------------------------------------------------------------- BOSS KILLER | S&W M500 +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .----------------. | SIG 556 : 180 | |================| | M500 : 4500 | |================| | Ithaca : 400 | .================. + Strongest Magnum + Starts with FIVE golden eggs! + 5 freakin' golden eggs! - Magnum is super slow --> Basic Overview <-- Fairy Tale is by far the much better of the two Shevas, no question. She has the strongest magnum, one of the best types of weapons to stop crowds, and 5 full heals! But it's not all Guns & Roses for her....Her magnum is extremely slow at shooting and reloading, plus it only holds 6 rounds. What is essential to learn is how to menu reload. Once you learn that, you should perfect with her :). Her SIG 556 is a really good set-up for her frontal leg stun melee, a lot better than BSAA's machine gun. Although weak, 2 shots into a leg stun should kill any normal majini (One shot to the head plus a melee should also kill a Wetland majini) In my last guide I mentioned I thought her shotgun sucked and should be dropped. I still think it sucks, but it's a great back up weapon for saving the combo if you don't have the spare magnum ammo. 25 shells in the chamber and 10 on reserves is all she'll need. A good player will never need to find a healing item. Hell, a halfway decent player wont need to find a healing item for her, as she has 5 full heals right from the get go. One thing I would suggest you do that I normally do when I play her in Duo is to give my partner at least 2 golden eggs, as long as the strategy calls that we run into each other. It could really help in the long run. FAIRY TALE & MELEES ------------------- If you were a STARS Chris player in the original mercenaries, Fairy Tale is practically just like him, excluding the Ithaca Shotgun over the grenade launcher. 2 body shots plus a leg shot with the SIG 556 and a somersault will kill a normal majini, and only one leg shot is needed for Wetlands. RECOMMENDED MELEE KILLS: SIG 556 to body > SIG 556 shot to leg > leg stun > Somersault (f), SIG 556 shot to leg > leg stun > Throat Slit (b), SIG 556 shot to head > head stun > Roundhouse (Only on Wetlands) FAIRY TALE & BOSSES ------------------- Do I even need to say it? Fairytale is one of 3 characters that has to power to stop any boss in their tracks instantly without the use of grenades. Including that, next to the Rocket Launcher she has the strongest weapon in the game, so definitely the M500 is her boss killer, NOT her shotgun as I've noticed some people tend to not realize. But, be prepared to handle the fact it only holds 6 rounds and is slow, so it is possible for the boss to hit before you get a shot in. This will most likely happens with the Red Executioner and Reapers at close range. FAIRY TALE & STAGES ------------------- There is no 'good' or 'bad' stage for Fairytale. Due to her assortment of weapons and 5 golden eggs, she is very effective on any stage if needed. Village (or even Ancient Ruins) is one of her bests due to the fact all it takes is one leg shot plus a somersault to kill one. If any others are around, her somersault is strong enough now to where if they get hit by it they wont get up immediately! FAIRY TALE & COMBO SAVING ------------------------- Fairytale is GREAT for combo saving since her Magnum is a one hit kill on almost anything. The problem here is you have to be very precise. Remember it's not a shotgun that you can quickly shoot in the direction of the enemy and get a kill, so you actually have to aim right at the enemy. Speaking of shotguns, hers is one of the weakest so I wouldn't reccomend you depend on it for combos. The low damage can and will backfire on you, so use her M500 instead. VIDEO LINKS ----------- 'Experimental Facility 678k SOLO' by flameforce4000: http://www.youtube.com/watch?v=jh4-sDvz11A 'Public Assembly 954,808 DUO' by KinokokingPA4 (Fairytale Sheva) and Kayuiuma1 (Excella): http://www.youtube.com/watch?v=N4_ofo2T-80 FINAL RATING: 8.5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===========================---SECTION IV: OTHERS---============================ [BRJE0] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ___ ___ _ | _ ) __ _ _ _ _ _ _ _ | _ )_ _ _ _| |_ ___ _ _ | _ \/ _` | '_| '_| || | | _ \ || | '_| _/ _ \ ' \ |___/\__,_|_| |_| \_, | |___/\_,_|_| \__\___/_||_|....................[BRJE1] |__/ _____________________________________________________________ MELEE TYPE | Head ------------------------------------------------------------- PARTNER BONUS | Arm ------------------------------------------------------------- WEAPON EFFECTIVNESS | Long Range, Solo ------------------------------------------------------------- SOLO/CROWD | Solo ------------------------------------------------------------- BEST STAGE | Ship Deck ------------------------------------------------------------- WORST STAGE | Experimental Facility ------------------------------------------------------------- MAIN WEAPON | Samurai Edge ------------------------------------------------------------- BOSS KILLER | S&W M29 +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .---------------------. | Samurai Edge : 350 | |=====================| | S&W M29 : 3200 | |=====================| | Dragunov SVD : 1300 | .=====================. + Head butt prevents Cephalo spawns. + Fast and powerful Magnum, second strongest in MR. + Here's Barry! + Extremely powerful tag team melee finisher. - Mostly a solo killer. Needs a certain enemy around for good crowd control, or Josh and Chris as partners. - SVD Sniper is most of the time not that useful unless on a certain stage. It can be discarded. --> Basic Overview <-- Good ol' Barry. What would Resident Evil be without you? Nostalgia aside, Barry is sadly pretty average here (except on Public Assembly, The Mines, and Prison). His weapon set-up is very good, but if you get ganged up on he won't have much to get out. His crowd control is pretty bad unless teamed with Josh or Chris in Duo. But wait... Get a Big Man Majini around, and he by far has the best crowd control move in the game. His Hurricane does monster damage to anything it hits, and will take out an entire crowd of BMM in one go! This is why he's so good on Prison, Public Assembly, and The Mines. Anywhere else and he's basically a solo killer. I think Barry did some training with Zangief before he joined in this game ;). His magnum isn't something that should be overlooked either. It's around the speed of Business Sheva's Lightning Hawk with better capacity and power. FT's M500 stomps over this in power though. Like I said earlier, it's all about the almighty choice of speed vs. power. I should also mention Barry's back leg stun and head stun melees have very high critical rates. The Headbutt will cancel any plagas spawns, but in order to set it up you have to shoot the majini in the head, which is a high chance for a plagas to spawn anyway. Barry is basically a gambler when it comes to this. MELEE DAMAGE .--------------------------------------------------------------------. | Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) | |====================================================================| | 300 | 250 | 350 | Kill | 400 | 4000 | .--------------------------------------------------------------------. .----------------------------------------------. | Tag Team Finish (b) | Ground | Partner Help | |==============================================| | 4000 | 5000 | ? | .----------------------------------------------. SPECIAL MELEE DAMAGE (MUST HAVE CHRIS/JOSH PARTNER) .---------. | Arm (f) | |=========| | ? | .---------. BARRY & MELEES -------------- Another headstun character joins the fray! Barry's headbutt is by far his overpowering melee since after one Samurai Edge shot to the head, it's a guarantee kill but, of course there is a few flaws with it. Any shot to the head increases the chance of a plagas to appear, so if you know if one will turn but you don't have any flash grenades to stun them, you have no way to avoid it which kinda makes Barry a pain to play with at times. Speaking of which, if a Majini is stunned by a flash you can go up to them and Headbutt them. The problem is the game can trick you into thinking this is a really powerful melee (it's not), it just has a very high critical rate. If a Majini survives it, you can run up to them and headbutt them again. His only real crowd control outside of his Tag Team Melee is his leg stun back melee. It has good range and power, but it doesn't prevent plagas spawns like everyone else. RECOMMENDED MELEE KILLS: Samurai Edge shot to head > head stun > Headbutt, Samurai Edge shot to leg > leg stun > Gun Bash (b) BARRY & BOSSES -------------- Barry is one of 3 characters that has to power to stop any boss in their tracks instantly without the use of grenades. Unlike Business Sheva, Barry's Magnum can compete with FT Sheva's M500. Of course it isn't as strong, but it holds more ammo and is faster. You can easily shower a boss with Magnum shots and kill them in the same amount of time it takes to kill one with Fairytale, which makes me vote the S&W M29 as best Magnum. BARRY & STAGES -------------- Ship Deck is by far his best stage, no question. Let's look at the specifics: The sniper is actually useful for once so it's a great idea to keep it, and there's a Grenade Launcher with 12 flash rounds right next to it. Not only does the flash rounds help him for Headstuns, but if you freeze someone with nitrogen rounds Barry will do his Hurricane melee! Huzzah! Experimental Facility...ugh, a bad stage for everyone it seems. At least half of the enemies wear masks so a lot of time your main melee killer is gone, and there is no way of meleeing a licker (No Hurricane here i'm afraid!) BARRY & COMBO SAVING -------------------- Barry is GREAT for combo saving since his Magnum is a one hit kill on almost anything. The problem here is you have to be very precise. Remember it's not a shotgun that you can quickly shoot in the direction of the enemy and get a kill, so you actually have to aim right at the enemy. VIDEO LINKS ----------- 'Prison 925,106 SOLO' by DreamerRD: http://www.youtube.com/watch?v=8N1Apy8wUSc&feature=player_embedded 'Prison 1,097,704 DUO' by aclo789958 (Barry) and ??? (Josh): http://www.youtube.com/watch?v=CMidS_UgVl8&feature=related FINAL RATING: 8.5 ___ _ ___ _ _ | _ \___| |__ ___ __ __ __ _ / __| |_ __ _ _ __ | |__ ___ _ _ ___ | / -_) '_ \/ -_) _/ _/ _` | | (__| ' \/ _` | ' \| '_ \/ -_) '_(_-< |_|_\___|_.__/\___\__\__\__,_| \___|_||_\__,_|_|_|_|_.__/\___|_| /__/..[BRJE2] _____________________________________________________________ MELEE TYPE | Head ------------------------------------------------------------- PARTNER BONUS | Arm ------------------------------------------------------------- WEAPON EFFECTIVNESS | Close Range, Crowd ------------------------------------------------------------- SOLO/CROWD | Crowd ------------------------------------------------------------- BEST STAGE | None ------------------------------------------------------------- WORST STAGE | Experimental Facility ------------------------------------------------------------- MAIN WEAPON | MP5 ------------------------------------------------------------- BOSS KILLER | Jailbreaker +-----------------------------------------------------------+ _____________ |WEAPON DAMAGE\ .-------------------. | MP5 : 120 | |===================| | Jailbreaker : 300 | .===================. +/- TONS of ammo. Not unlimited ammo, but she puts BSAA Chris to shame. Not enough space in your inventory at all at the start to pick up anything except one free spot. + Starts off with 2 First Aids + THE strongest tag team finisher, even more than Barry - With the exception of her head stun melee, her other melees are weak at best. - Weakest shotgun in Reunion --> Basic Overview <-- This small bundle of jailbai-er, cuteness, is packing a LOT of ammo for majini killing. 300 extra rounds for her MP5, and 60 extra shells for her Jailbreaker? Its madness! All of that ammo comes at a price: at the beginning of the match she only has one free slot for picking up any extra grenades (she'll need them more than likely). Dump out at least one box for either weapon (I suggest the MP5 ammo, she might need those shells for her shotgun later on), as you shouldn't need that much. Another huge flaw is only her head stun melee is powerful. Everything else is very weak, and even her special melee doesn't instant kill all the time. Her leg stun melees sets up her ground melee perfect, but that extra time setting it up could be used on her head stun instead. All in all, Rebecca is a character who only really exceeds with one melee and that's it. If she does excel at other things, it's the fact she starts with 2 first aids, retaining her status as the STARS Bravo team medic. Poor thing gets overlooked by Fairytale Sheva though :(. MELEE DAMAGE .--------------------------------------------------------------------. | Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) | |====================================================================| | 200 | 200 | 300 | 400 | 800 | 8000 | .--------------------------------------------------------------------. .----------------------------------------------. | Tag Team Finish (b) | Ground | Partner Help | |==============================================| | 8000 | 500 | 350 | .----------------------------------------------. SPECIAL MELEE DAMAGE (MUST HAVE CHRIS/EXCELLA PARTNER) .---------. | Arm (f) | |=========| | 600 | .---------. REBECCA & MELEES ---------------- As if I haven't made it clear enough, the only melee worth using at all is her headstun. It was wide range and can kill any regular majini without prior damage, so this is one of the best crowd control melees in the game that doesn't need a special partner. Her other melees however are some of the worst in Reunion. Her arm stun melees just flat out sucks ass, and her leg stun melees need to be combined with the Ground melee afterwards to kill. Granted if you aim your melee at the head on the ground it will kill everytime, but anywhere else requires quite a bit of prior damage beforehand. RECOMMENDED MELEE KILLS: MP5 shot to head > head stun > Flame Spray REBECCA & BOSSES ---------------- Rebecca shouldn't have TOO much trouble against a boss. Yes her shotgun
is weak, but it holds 10 shells and comes with 60 in reserve so she can
easily spam them with shotgun fire. Still, it's nothing compared Josh
or Warrior's shotguns so you might want to stun them first with a frag
grenade.
REBECCA & STAGES
----------------
Although Rebecca has weaker overall melees, her and Barry is one in the
same in two factors: She can be effective on any stage (not including
Ship Deck where Barry excels), as long as she gains a lot of headstuns.
One advantage is she can easily multi-kill with hers unlike Barry who
can't at all.
Factor #2 is on that darn Experimental Facility, the fact half of them
wear masks really hurts her game, but her multi-kill potential is a lot
better due to her Flame Spray (headstun).
REBECCA & COMBO SAVING
----------------------
The Jailbreaker and MP5 can be a good combo savers, but not exactly
dependable. The Jailbreaker is more short ranged than Warrior's Hydra
and Josh's M3 and weaker, so it's not uncommon to shoot an enemy and
have them not get killed.
VIDEO LINKS
-----------
'Experimental Facility 628K SOLO' by SeitengrateZero:
http://www.youtube.com/watch?v=F7jQRvXIBiM
'Ship Deck 1,165,572 DUO' by poyoyon46 (Rebecca) and sakenomicat
(Excella):
http://www.youtube.com/watch?v=_dMbQUgVEYY&feature=player_embedded
FINAL RATING: 6
_ _ ___ _
_ | |___ __| |_ / __| |_ ___ _ _ ___
| || / _ (_-< ' \ \__ \ _/ _ \ ' \/ -_)
\__/\___/__/_||_| |___/\__\___/_||_\___|...............................[BRJE3]
_____________________________________________________________
MELEE TYPE | Head, Arm, Leg
-------------------------------------------------------------
PARTNER BONUS | Head
-------------------------------------------------------------
WEAPON EFFECTIVNESS | Long/Close Range, Crowd
-------------------------------------------------------------
SOLO/CROWD | Crowd
-------------------------------------------------------------
BEST STAGE | Village
-------------------------------------------------------------
WORST STAGE | None
-------------------------------------------------------------
MAIN WEAPON | M92F
-------------------------------------------------------------
BOSS KILLER | M8, Rocket Launcher
+-----------------------------------------------------------+
_____________
|WEAPON DAMAGE\
.-------------------------.
| M92F : 250 |
|=========================|
| M3 : 900 |
|=========================|
| Rocket Launcher : 30000 |
|=========================|
| Hand Grenades : 1500 |
.=========================.
+ Extremely damaging melees.
+ Strongest shotgun in the entire game. No matter how far you are, if any
pellet hits a Majini, it will die.
+ Starts with a Rocket Launcher.
- Shotgun can slow down his boss killing a little, since it's also slower than
the Hydra and Jailbreaker.
--> Basic Overview <--
And now we finally get to what many consider by far the best character (read:
my favorite) in Reunion: Delta Team Captain Josh Stone!
First off, let's look at his guns. His M92F holds a very impressive 100 clip
capacity. You have a LOT of chances to set up his highly powerful melees if
you're not a good shot (4 M92F shots kill). This does NOT mean you shouldn't
ever pick up ammo for it. I recommend you start looking for pistol ammo around
70 rounds.
Next, his M3 shotgun is highly powerful. At 900 damage, this thing can demolish
any boss you go up against. The power also affects the range. Say you're at the
starting house from the main story on Public Assembly. If a majini is at the
other end of stage near the waterway, and any part of the shotgun blast hits
him, IT WILL DIE. There is a flaw though: being a shotgun, it's not accurate,
so luck is involved here if you want to kill that one majini the just so
happens to be all the way across the stage. Another thing is it only holds 7
rounds and you get 10 extra, so you'll need to scrap up ammo quick.
Finally, he has a rocket launcher. Surely I don't need to tell you the sheer
power this thing has. Bad news is you only get one, so definitely save it for a
boss.
All in all, Josh is probably the most effective Reunion character. Even without
a magnum, he can blow through a lot of the main stage enemies no problem!
MELEE DAMAGE
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 450 | 700 | 450 | Kill | 600 | Kill |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 3,000 | 1,200 | 1,500 |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE BARRY/SHEVA PARTNER)
.----------.
| Head (f) |
|==========|
| 2000 |
.----------.
JOSH & MELEES
-------------
Josh hands down has the most powerful melee set in the game. Head Stun? No
problem! Arm Stun? Just run behind them and no problem! Leg stun? Run behind
them again and no problem (it even prevents cephalos)! On the ground? No prob-
you see where I'm going with this? He's like he has the power of a non-upgraded
magnum due to his really easy ways of gaining kills.
If I could compare him to anyone from the original mercenaries it would
definitely be a mix of BSAA Chris, Safari Chris, and either version of Jill.
The Safari Chris one is obvious, but for BSAA Chris Josh can gain a melee kill
just by: M92F shot to body > M92F shot to leg > leg stun > Power Kick. For
Jill, his ground melee has a wide range and can easily kill without any prior
damage. His Arm Stun Back melee DOES have the potential to gain multi-kills,
but its all dependant on where it hits the other majini at.
In Duo, Josh is the only reason why you would WANT to get grabbed. If he's
nearby and he helps you, his partner help melee can easily take out a whole
crowd!
RECOMMENDED MELEE KILLS: M92F shot to head > head stun > Hammer Blow, M92F shot
to body > M92F shot to leg > leg stun >Power Kick (f), M92F shot to leg > leg
stun > Suplex (b), M92F shot to arm > arm stun > Iron Tackle (b)
JOSH & BOSSES
-------------
Well, the rocket launcher is obvious. Just save it for the final mini-
boss and there you go.
For the others, a mix of hand grenades and UP-CLOSE M3 shots should
take down a boss pretty quickly. When I say up close, I mean right in
their face. Not 2 steps back, but right up there in the face. The
reason I stress this is because Josh's shotgun spread is very random,
so you can easily miss out on a lot of damage at times if you're at a
distance.
JOSH & STAGES
-------------
Village and Ancient Ruins are specifically made for Josh all due to his
Rocket Launcher. Personally I don't think he's all that great for
Wetland enemies. His M92F pistol doesn't pierce, so he's going to have
tons of trouble against shielded enemies if he's at a higher angle than
them.
But due to the new scoring system and how the wetland enemies work, any
combo above 150 increases the score GREATLY. So, shooting a Rocket in a
crowd of enemies (aim at the ground near their feet, NOT directly at
them) at 149 Combo which also contains 2 Giant Majini will easily net
you at the least 1000K everytime as long as you have good strategy.
JOSH & COMBO SAVING
-------------------
Josh's M3 is going to be his main combo saver. Since any pellet of the
spread will kill, aiming at a group will get you a kill about 90% of
the time.
Like I mentioned in the Bosses Section, the M3 spread is very random so
that last 10% can really screw you over at times. Comparing to
Warrior's Hydra, the Hydra is much better at getting consistent kills
at close range due to the fact the spread is nowhere near as random and
it's faster. If the M3 didn't have range, the Hydra would win for "Best
Reunion Shotgun" no question.
VIDEO LINKS
-----------
'Ancient Ruins 1,296,005 SOLO' by Kayuiuma1:
http://www.youtube.com/watch?v=MIx1j1WFEJo
'Prison 1038k DUO' by yasogami99 (Josh) and ??? (Barry):
http://www.youtube.com/watch?v=7nNcOHofFVo
FINAL RATING: 9.5
___ _ _ ___ _
| __|_ ____ ___| | |__ _ / __(_)___ _ _ _ _ ___
| _|\ \ / _/ -_) | / _` | | (_ | / _ \ ' \| ' \/ -_)
|___/_\_\__\___|_|_\__,_| \___|_\___/_||_|_||_\___|....................[BRJE4]
_____________________________________________________________
MELEE TYPE | Head, Leg
-------------------------------------------------------------
PARTNER BONUS | Arm
-------------------------------------------------------------
WEAPON EFFECTIVNESS | Close Range, Crowd
-------------------------------------------------------------
SOLO/CROWD | Solo
-------------------------------------------------------------
BEST STAGE | Public Assembly
-------------------------------------------------------------
WORST STAGE | Prison
-------------------------------------------------------------
MAIN WEAPON | M93R, AK-47
-------------------------------------------------------------
BOSS KILLER | M93R
+-----------------------------------------------------------+
_____________
|WEAPON DAMAGE\
.----------------------------.
| M93R : 400 |
|============================|
| AK-47 : 220 |
|============================|
| GRENADE LAUNCHER : VARIBLE |
.============================.
+ The Queen of Plagas killing.
+ Like Barry, has a pretty strong tag team melee.
+/- Leg stun melees are SLOOOOOOOOWWWWWWWWWWWWWW.
+ Leg stun (Back) melee can get multiple kills after a short time.
- M93R Handgun is strong, but not strong enough for boss stunning.
-->Basic Overview<--
A powerful pistol that's bad at stunning, plus a very inaccurate AK-47,
severely weak melees and finally only her leg stuns kill one at a time? Why is
she so good? Well dear reader, check out the type of rounds she has for her
flash grenades at the start: 12 FLASH grenades. For this reason, Excella is the
perfect teammate to have for duo. She's the answer to Reunion's biggest
problem: sudden plagas spawns.
Her leg stun only kills one at a time, but that also cancels any possible
plagas spawns, including the fact her leg stun from behind is a timed
explosive. This can work for and against you, as you'll need to have a back way
to get away from the explosion the melee causes.
The only major flaw I can think of is without those flash grenades, she would
be a very average character. Her melees are ridiculously weak (some are weaker
than Rebecca), and her M93R is a bad stunner. Most reunion players I know use
one head shot into her head stun melee, which is a lot faster, but I like to
use the AK-47 to set up leg stuns occasionally for 2 reasons: #1 is the fact
the M93R only holds 30 rounds per clip, and it's a 3 round burst weapon. Those
with 'heavy' fingers (like me) could overshoot it and get a kill without even
meaning to. #2 is the fact it's also the preferred boss killing weapon, so
using the M93R for Majini killing AND boss killing makes Excella a serious ammo
hog.
In closing, Excella is definitely someone you'd want to have on your team.
Being the queen of plagas killing does help her a lot!
MELEE DAMAGE
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 50 | 100 | Kill | Kill | 400 | 4000 |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 4000 | 1,200 | ? |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE REBECCA/SHEVA PARTNER)
.----------.
| Arm (f) |
|==========|
| 500 |
.----------.
EXCELLA & MELEES
----------------
Excella's fastest and preferred melee is: M93R shot to head > head stun > High
Heel. This is great if you can find the lucky ammo drops, but this method can
have you run out of ammo very quickly if you don't get a lot of lucky ammo
drops.
Her other option is: AK-47 shot to leg > leg stun > Humiliate/First Aid. Both
of these prevents plagas spawns, but are EXTREMELY SLOW compared to the first
method, and is NOT suggested whenever you have a blinking combo. At least it's
a guarantee kill, so it's up to you which one you prefer.
RECOMMENDED MELEE KILLS: M93R shot to head > head stun > High Heel, AK-47 shot
to leg > leg stun > Humiliation, AK-47 shot to leg > leg stun > First Aid (b)
EXCELLA & BOSSES
----------------
A combination of Flash rounds to stun and spamming fire with the M93R should
handle a boss pretty well. The Public Assembly Executioner can die from this
VERY easily since while kneeling Excella can do her Tag Team Melee! The Prison
version though is going to take a lot more work.
EXCELLA & STAGES
----------------
Public Assembly is her best IMO because its notorious for giving you sudden Bui
Kichwa and plagas spawns, and she has the answer for that. Yes, she has no
surefire way of dealing with Big Man Majini alone, but that problem can be
handled IF you find Nitrogen rounds.
On Prison, her M93R or AK-47 just doesn't get the job done quickly enough on
the Executioners there like a magnum can, and she can run out of ammo a lot.
EXCELLA & COMBO SAVING
----------------------
Those 12 flash rounds can REALLY save her ass here. The reason plagas spawns
are such a big problem is they appear so suddenly and most people normally
can't react quick enough to kill it in time. With Excella, she has nothing to
worry about as she can easily pull her grenade launcher out and shoot, killing
it instantly.
VIDEO LINKS
-----------
'The Mines 824K SOLO' by flameforce4000:
http://www.youtube.com/watch?v=ysDdnZkLcZM&feature=player_embedded
'Ship Deck 1165k DUO' by Kayuiuma1 (Excella) and KinokokingPA4 (Fairytale
Sheva):
http://www.youtube.com/watch?v=VLu2wrwh7pc&feature=player_embedded
FINAL RATING: 9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=============================---SECTION V: DUO---==============================
[DUO00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now on to the section I'm most excited about: Duo! What this will go over is
how Duo works, Duo 'chat' as I call it, how most players react to a new person,
and finally the teams and how they rank up to the others. Let's begin!
[NOTE: A lot of these tips can also apply to normal Mercenaries!]
..........................................................HOW DUO WORKS [DUO01]
Duo mode is a mode that requires teamwork, and lots of it. To make it
confusing, it also has to be done while separated if you are working for a high
score. I can speak for this one personally: if you hang around your partner a
lot, the enemies will gang up on you pretty hardcore and can make a run a lot
harder than normal. Not only that, Majini sometimes take FOREVER to get to you
and you can lose the combo a lot. Unless it's prison where the middle area is
the best place for a team to meet up you always want to try to stay away from
your partner if possible only to meet up to share health/ammo, not only to
prevent being ganged up on, but to make sure you get everything in a area
before you move on.
Another thing about duo: If you do plan to save a boss for the last few kills,
have a specific area and player to keep the boss alive. Think about it: If you
guys meet up, would you want to deal with a crowd of majini WHILE looking out
for the executioner axe swings?
And to finish up, Only in Duo can you do special melees that are designed for a
specific team:
CHRIS
-----
*Barry
*Rebecca
SHEVA
-----
*Josh
*Excella
BARRY
-----
*Chris
*Josh
REBECCA
-------
*Chris
*Excella
JOSH
----
*Sheva
*Barry
EXCELLA
-------
*Sheva
*Rebecca
If you noticed the first partner are somehow related to that character in the
story of Resident Evil (except Chris where both are related). The second
partners are just random picks. Are these teams required for a high score? Not
at all! One of the best Duo teams for Public Assembly is Excella/Heavy Metal
(more explained later) so they are NOT required. It does help though :P
During the character parts I will repeat myself a lot, and the responses will
be pretty short so I want to apologize beforehand. There honestly isn't much to
say at times for some teams.
.............................................................DUO 'CHAT' [DUO02]
If you press the B/Circle button or Hold them and press a certain direction on
the left thumbstick, your character will say various commands to give your
'instructions' on what to do or if they need help. It can also be used to
complement your partner on various actions.
If you join a session or watch a lot of Duo videos, you may notice at certain
points the person playing will randomly call out to their partner using these
commands.
***NOTE*** these are not ALWAYS the reason they use these commands, this is
just what me and a lot of other players who takes mercenaries seriously use.
LS: Left Thumbstick
._____.
| |
| U P |
| |
.-------------------.
| | | |
HOLD B/CIRCLE AND PRESS | LEFT |(LS) |RIGHT |
| | | |
.-------------------.
| |
|DOWN |
| |
.-----.
UP: 'GO!' Normally when people do this it's for 3 reasons: #1 is because they
have no enemies around, and they need you to kill something to save the combo.
#2 is because they want you to stay and kill while you get the timers (you'll
see this the most on Prison). #3 is because you're crowding their space and
they want you to get away from them.
DOWN: 'WAIT UP!' Normally when people do this it's because they want you to
wait somewhere or they want you to stop shooting so they can show you
something. If this is followed up by 'GO!' (Wait Up/Go! in quick succession) it
means they want you to restart the match if you are host.
LEFT: 'THANKS!' Usually this is used after you save the combo or kill something
for them that's giving them a lot of trouble. This is also used at the start of
a match randomly (I use it to tell the person I appreciate putting up with me
if we restart a lot). Finally, people will use this somewhere within the run
right as they're about to leave.
RIGHT or TAP B/CIRCLE: 'COME ON!' This probably the most hated command to most.
It is possible for anyone to do this on accident, and if they wont do it again
then that's normally why. Advanced players rarely use it, but most newcomers
will use it if they want to meet up which you shouldn't do until around the end
of a run. Most advanced players will ignore it because they know this, but the
newcomer will spam this command until you do meet with them.
_ _ __ __ _ _
| || |___ __ ___ ___ _ | \/ |___| |_ __ _| |
| __ / -_) _` \ V / || | | |\/| / -_) _/ _` | |
|_||_\___\__,_|\_/ \_, | |_| |_\___|\__\__,_|_|........................[DUO03]
|__/
* Partner never has to worry about sharing ammo
- Might need help for certain bosses
AND....
--> HEAVY METAL <--
A purely dominating team in the right hands, 2 HM players can build lots of
time and avoid cephalos if both are very efficient at using the stun rod. This
is the team of choice for Experimental Facility due to the fact the only focus
there is to build time, not killing bosses, as that's what 2 HM have problems
with alone.
--> WARRIOR <--
Hey, a good shotgun to back you up! Warrior's Hydra can really help with
bosses, and is the preferred choice for killing the boss whenever the time
comes.
--> BUSINESS <--
Anyone with a magnum automatically makes them a good partner for HM Chris since
they have the power to stun a boss easily. She might need some help though as
her magnum is weak compared to others. A odd team up, the overwhelming power of
the Gatling Gun and Business's SIG P226 can cause a lot of missed melee kills.
--> FAIRY TALE <--
One thing I like to do with this team is if a certain strategy where meeting up
with my partner is needed, I like to give him 3 golden eggs instead of the
usual 2 because HM is character that's built around being hit. If not careful
the damage can build up and you'll be in dying status while wondering 'WTF?'
--> BARRY <--
Whenever teamed with Barry Burton or Rebecca Chambers, HM gains upgraded
versions of his leg stun melees. The Leg Stun Front (Rising Upper) is a
shoryuken type move where it's stronger and has more range, but is slower than
his normal melee (Uppercut). The Leg Stun Back (Hammer Elbow) melee is faster,
but you lose the ability to prevent plagas spawns with the normal melee attack
(Neck Breaker).
An even better magnum than Business, Barry is definitely one teammate you will
like to have. With the upgraded magnum and melees, Barry is someone that can
really help with certain enemies HM Chris has problems with (Big Man Majini,
Duvalia).
--> REBECCA <--
Whenever teamed with Barry Burton or Rebecca Chambers, HM gains upgraded
versions of his leg stun melees. The Leg Stun Front (Rising Upper) is a
shoryuken type move where it's stronger and has more range, but is slower than
his normal melee (Uppercut). The Leg Stun Back (Hammer Elbow) melee is faster,
but you lose the ability to prevent plagas spawns with the normal melee attack
(Neck Breaker).
A more decent team than you would think, both characters work excellent if you
have a group inside a small path or corner. The problem comes in whenever a
duvalia or appears, as at close range can be a REAL pain if you don't have any
flash grenades on you.
--> JOSH <--
Very similar to Heavy Metal/Warrior, but with better melee power and slightly
better shotgun. He also has a rocket launcher to kill one of the bosses for
you, how nice!
--> EXCELLA <--
The ultimate plagas team next to Excella/Excella, if a HM player knows how to
use his stun rod effectively you can easily go through a run without any
spawns! If you do get some, Excella has her 12 flash grenades she can easily
whip out in a hurry to save the combo.
__ __ _
\ \ / /_ _ _ _ _ _(_)___ _ _
\ \/\/ / _` | '_| '_| / _ \ '_|
\_/\_/\__,_|_| |_| |_\___/_|..........................................[DUO04]
* Great shotgun for back-up
- Can be a shotgun ammo hog
AND...
--> HEAVY METAL <--
Warrior's Hydra can really help with bosses, and is the preferred choice for
killing the boss whenever the time comes. One thing I'd suggest is to get a lot
of shotgun ammo (at least 30-40 extra shells) as the Hydra is needed for a lot
of things: Sudden plagas spawns, bosses, and the like.
--> WARRIOR <--
Double the Hydra, double the fun! Shotgun ammo can be plentiful here, so you
shouldn't have any worries most of the time. Both of you definitely should dump
the PSG-1 though as rifle ammo tends to appear more than shotgun ammo.
--> BUSINESS <--
Anyone with a magnum automatically makes them a good partner for Warrior Chris
since they have the power to stun a boss easily. She might need some help
though as her magnum is weak compared to others.
--> FAIRY TALE <--
A unique but good match nonetheless, Both characters centered around Leg Stuns
can easily take out crowds fairly well.
--> BARRY <--
Whenever teamed with Barry Burton or Rebecca Chambers, Warrior gains upgraded
versions of his leg stun melees. The Leg Stun Front (Rising Upper) is a
shoryuken type move where it's stronger and has more range, but is slower than
his normal melee (Uppercut). The Leg Stun Back (Hammer Elbow) melee is faster,
but you lose the ability to prevent plagas spawns with the normal melee attack
(Neck Breaker).
An even better magnum than Business, Barry is definitely one teammate you will
like to have. With the upgraded magnum and melees, Barry is someone that can
really help with certain enemies. The upgraded Rising Upper is really useful
for Big Man Majini after hitting them with a mid range shotgun blast, one bonus
HM can't abuse at all.
--> REBECCA <--
Whenever teamed with Barry Burton or Rebecca Chambers, HM gains upgraded
versions of his leg stun melees. The Leg Stun Front (Rising Upper) is a
shoryuken type move where it's stronger and has more range, but is slower than
his normal melee (Uppercut). The Leg Stun Back (Hammer Elbow) melee is faster,
but you lose the ability to prevent plagas spawns with the normal melee attack
(Neck Breaker).
A more decent team than you would think, both characters work excellent if you
have a group inside a small path or corner. The problem comes in whenever a
duvalia appears, as at close range can be a REAL pain if you don't have any
flash grenades on you.
--> JOSH <--
Very similar to Warrior/Warrior, but with better melee power and slightly
better shotgun on his side. He also has a rocket launcher to kill one of the
bosses for you, how nice!
--> EXCELLA <--
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
If you do find an ample supply Warrior/Excella can be a force to be reckoned
with.
___ _
| _ )_ _ __(_)_ _ ___ ______
| _ \ || (_-< | ' \/ -_|_-<_-<
|___/\_,_/__/_|_||_\___/__/__/..........................................[DUO05]
* 2 pistol shots can kill any normal enemy quickly
- Might need to share magnum ammo with her since she doesn't have a lot at all
AND...
--> HEAVY METAL <--
Anyone with a magnum automatically makes them a good partner for HM Chris since
they have the power to stun a boss easily. She might need some help though as
her magnum is weak compared to others. A odd team up, the overwhelming power of
the Gatling Gun and Business's SIG P226 can cause a lot of missed melee kills
if either player isn't good at them yet.
--> WARRIOR <--
Anyone with a magnum automatically makes them a good partner for Warrior Chris
since they have the power to stun a boss easily. She might need some help
though as her magnum is weak compared to others.
--> BUSINESS <--
Well, two magnums! No matter how bad hers may be alone, two of any magnum can
easily destroy a boss if both players work together. Ammo shouldn't really be
much of an issue either since both of you share the exact same weapons.
--> FAIRY TALE <--
A team I rarely see, both versions of Sheva are good for crowds if their stuns
are set-up right. Fairytale can also be extremely helpful on health and bosses
too due to her very highly damaging M500 Handcannon.
--> BARRY <--
IMO not quite as good as Fairytale/Business due to the fact Barry is very solo
related compared to Business. His magnum is just as helpful though, and is
GREAT backup for prison due to his hurricane.
--> REBECCA <--
Rebecca can be a pain in the butt for Business to play with at times since you
will most likely see more MG and SG ammo than Handgun and Magnum ammo. Other
than, this is an ok team for regular enemies, and an ok-bad team for everything
else.
--> JOSH <--
Whenever teamed with Josh or Excella, Business gains an upgraded version of her
ground melee. Unlike Chris where he can do fine with or without his special
melees, the new one (Double Fang) for her is MUCH better than the original. It
hits around her twice doing around 600 damage each swipe, increasing the range
greatly. Keep in mind that the only way to save a majini (as in still get a
melee kill off of it) who gets caught in it without prior damage is to use a
flash grenade or your knife.
A Josh/Business team can handle bosses rather well IF they work together. Josh
can handle 3 bosses alone since mostly you'll get a lot of Shotgun drops, but
Business may need help since her Magnum isn't exactly damaging and magnum ammo
is rare.
--> EXCELLA <--
Whenever teamed with Josh or Excella, Business gains an upgraded version of her
ground melee. Unlike Chris where he can do fine with or without his special
melees, the new one (Double Fang) for her is MUCH better than the original. It
hits around her twice doing around 600 damage each swipe, increasing the range
greatly. Keep in mind that the only way to save a majini (as in still get a
melee kill off of it) who gets caught in it without prior damage is to use a
flash grenade or your knife.
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
Other than that, this is a very so-so team. Both are very handgun dependent
(and Excella has an AK-47 which increases MG drops) so it's not uncommon for
one to run out of ammo. At least Excella has her MG for backup.
___ _ _____ _
| __|_ _(_)_ _ _ _ |_ _|_ _| |___
| _/ _` | | '_| || | | |/ _` | / -_)
|_|\__,_|_|_| \_, | |_|\__,_|_\___|..................................[DUO06]
|__/
* Can share at least 2 full heals with partner if needed
- Can also be partner dependent at times in saving a combo. Shotgun is weak and
M500 is very slow.
AND...
--> HEAVY METAL <--
One thing I like to do with this team is if a certain strategy where meeting up
with my partner is needed, I like to give him 3 golden eggs instead of the
usual 2 because HM is character that's built around being hit. If not careful
the damage can build up and you'll be in dying status while wondering 'WTF?'
--> WARRIOR <--
A unique but good match nonetheless, Both characters centered around Leg Stuns
can easily take out crowds fairly well.
--> BUSINESS <--
A team I rarely see, both versions of Sheva are good for crowds if their stuns
are set-up right. Fairytale can also be extremely helpful on health and bosses
too due to her very highly damaging M500 Handcannon.
--> FAIRY TALE <--
Talk about overpowered! 10 full heals AND two M500 handcannon magnums? A
fairytale/fairytale team really shouldn't have any problems at all. What stops
them from being the best team imo is their speed isn't exactly the greatest.
Slow shotgun, slow magnum, and a slow ground melee.
--> BARRY <--
Double the magnum, double the fun!
--> REBECCA <--
C'mon Rebecca, you could give Fairytale some MG ammo if she's running low can't
you? But seriously, for beginners I would highly suggest giving her some of
your MG ammo since Rebecca has too much of it and Fairytale can run out pretty
quickly.
--> JOSH <--
Whenever teamed with Josh or Excella, Fairytale gains an upgraded version of
her ground melee. Unlike Chris where he can do fine with or without his special
melees, the new one (Double Fang) for her is MUCH better than the original. It
hits around her twice doing around 600 damage each swipe, increasing the range
greatly.
A highly effective team, Josh/Fairytale are definitely pure crowd and boss
killers. The only thing that hurts them is Josh's shotgun. It doesn't instant
stun a boss and the spread of it is highly random.
--> EXCELLA <--
Whenever teamed with Josh or Excella, Fairytale gains an upgraded version of
her ground melee. Unlike Chris where he can do fine with or without his special
melees, the new one (Double Fang) for her is MUCH better than the original. It
hits around her twice doing around 600 damage each swipe, increasing the range
greatly.
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
___ ___ _
| _ ) __ _ _ _ _ _ _ _ | _ )_ _ _ _| |_ ___ _ _
| _ \/ _` | '_| '_| || | | _ \ || | '_| _/ _ \ ' \
|___/\__,_|_| |_| \_, | |___/\_,_|_| \__\___/_||_|....................[DUO07]
|__/
* Damaging magnum can really help with bosses
* Big Man Majini!
AND...
--> HEAVY METAL <--
Whenever teamed with Chris or Josh, Barry gains an upgraded version of his
frontal arm stun melee. Lights Out can really help with crowds as it has good
range and is an instant killer.
Tied for best magnum in reunion, Barry is definitely one teammate Heavy Metal
Chris would like to have. With the upgraded magnum and melees, Barry is someone
that can really help with certain enemies HM Chris has problems with (Big Man
Majini, Duvalia).
--> WARRIOR <--
Whenever teamed with Chris or Josh, Barry gains an upgraded version of his
frontal arm stun melee. Lights Out can really help with crowds as it has good
range and is an instant killer.
Tied for best magnum in reunion, Barry is definitely one teammate Warrior Chris
would like to have. With the upgraded magnum and melees, the upgraded Rising
Upper is really useful for Big Man Majini after hitting them with a mid range
shotgun blast so really isn't as dependent on Barry as HM Chris is.
--> BUSINESS <--
Business has a bad ammo count and a magnum that does around the same as a close
up Hydra blast, so she really isn't quite as good as Barry/Warrior. His magnum
is just as helpful though, and is GREAT help on prison due to his hurricane.
--> FAIRY TALE <--
Double the magnum, double the fun!
--> BARRY <--
2 steps forward, one step back. Barry/Barry is GREAT for ganging on a boss! 12
rounds in the chamber + 12 extra bullets x(times) 2 Barrys = 48 magnum rounds!
The fact its fast too makes it one of the best power weapon teams in the game.
But Barry's main flaw is doubled: Unless you go for his Back Leg Stun a lot
he's bad for crowds. This is probably the only time I would definitely suggest
Gun Bash over Headbutt anyday.
--> REBECCA <--
Both are very Headstun reliable, so go for the head! Not really much I can say
here that I haven't said for any magnum character.
--> JOSH <--
Whenever teamed with Chris or Josh, Barry gains an upgraded version of his
frontal arm stun melee. Lights Out can really help with crowds as it has good
range and is an instant killer.
One of the best teams in Reunion, Josh/Barry is a force to be reckoned with.
Powerful melees, instant stopping power, great combo saving, and a one hit kill
on a boss. This team dominates Prison for a reason!
--> EXCELLA <--
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
Hey, something actually useful! Barry/Excella is great in the fact she can
easily set-up Headbutt melees for him. They can also dominate a Executioner by
doing this: When one is kneeling after taking damage Excella can do her 'Disco
Spin' melee, but RIGHT before the second hit Barry can do his 'Hurricane' melee
totaling up to around 8000 damage!
___ _ ___ _ _
| _ \___| |__ ___ __ __ __ _ / __| |_ __ _ _ __ | |__ ___ _ _ ___
| / -_) '_ \/ -_) _/ _/ _` | | (__| ' \/ _` | ' \| '_ \/ -_) '_(_-<
|_|_\___|_.__/\___\__\__\__,_| \___|_||_\__,_|_|_|_|_.__/\___|_| /__/..[DUO08]
* Enough MG/SG ammo to share
- Low weapon/melee damage can work against you while keeping the combo for
partner
AND...
--> HEAVY METAL <--
Whenever teamed with Chris or Excella, Rebecca gains an upgraded version of her
frontal arm stun melee. Better than the original since it has more range and
power, but still it's nowhere as reliable as her Flamespray. Although it may
look like it, it does NOT multi-kill very easily.
A more decent team than you would think, both characters work excellent if you
have a group inside a small path or corner. The problem comes in whenever a
duvalia or appears, as at close range can be a REAL pain if you don't have any
flash grenades on you.
--> WARRIOR <--
Whenever teamed with Chris or Excella, Rebecca gains an upgraded version of her
frontal arm stun melee. Better than the original since it has more range and
power, but still it's nowhere as reliable as her Flamespray. Although it may
look like it, it does NOT multi-kill very easily.
A more decent team than you would think, both characters work excellent if you
have a group inside a small path or corner. The problem comes in whenever a
duvalia appears, as at close range can be a REAL pain if you don't have any
flash grenades on you.
--> BUSINESS <--
Rebecca can be a pain in the butt for Business to play with at times since you
will most likely see more MG and SG ammo than Handgun and Magnum ammo which is
a good benefit for you but not for your partner. Other than, this is an ok team
for regular enemies, and an ok-bad team for everything else.
--> FAIRY TALE <--
C'mon Rebecca, you could give Fairytale some MG ammo if she's running low can't
you? But seriously, for beginners I would highly suggest giving her some of
your MG ammo since Rebecca has too much of it and Fairytale can run out pretty
quickly.
--> BARRY <--
Both are very Headstun reliable, so go for the head! Not really much I can say
here that I haven't said for any magnum character.
--> REBECCA <--
840 Machine Gun rounds and 140 shotgun shells? Yikes, you guys should be able
to take on everything if you decide to save your ammo!
--> JOSH <--
All I really have to say here is he's another non-upgraded-melee Warrior and
that it wouldn't hurt to give your Josh partner Shotgun ammo (as long as he's
careful with it). His shotgun is much better than yours but he doesn't start
with a lot extra. That doesn't mean if you see he has 30 extra already he needs
more. His shotgun is powerful enough where around 30 are plentiful enough.
--> EXCELLA <--
Whenever teamed with Chris or Excella, Rebecca gains an upgraded version of her
frontal arm stun melee. Better than the original since it has more range and
power, but still it's nowhere as reliable as her Flamespray. Although it may
look like it, it does NOT multi-kill very easily.
_ _ ___ _
_ | |___ __| |_ / __| |_ ___ _ _ ___
| || / _ (_-< ' \ \__ \ _/ _ \ ' \/ -_)
\__/\___/__/_||_| |___/\__\___/_||_\___|...............................[DUO09]
* AMAZING Partner saving melee
* Can kill a boss in one shot
AND...
--> HEAVY METAL <--
Very similar to Heavy Metal/Warrior, but with better melee power and slightly
better shotgun. You also have a rocket launcher to kill one of the bosses for
him, how nice!
--> WARRIOR <--
Very similar to Warrior/Warrior, but with better melee power and slightly
better shotgun on his side. You also have a rocket launcher to kill one of the
bosses for him, how nice!
--> BUSINESS <--
Whenever teamed with Sheva or Barry, Josh gains an upgraded version of his
headstun melee. 'Maximum Straight' is a lot better than his original move since
it can kill without prior damage so it's always nice to have.
A Josh/Business team can handle bosses rather well IF they work together. Josh
can handle 3 bosses alone since mostly you'll get a lot of Shotgun drops, but
Business may need help since her Magnum isn't exactly damaging and magnum ammo
is rare.
--> FAIRY TALE <--
Whenever teamed with Sheva or Barry, Josh gains an upgraded version of his
headstun melee. 'Maximum Straight' is a lot better than his original move since
it can kill without prior damage so it's always nice to have.
A highly effective team, Josh/Fairytale is definitely pure crowd and boss
killers. The only thing that hurts them is Josh's shotgun. It doesn't instant
stun a boss and the spread of it is highly random.
--> BARRY <--
Whenever teamed with Sheva or Barry, Josh gains an upgraded version of his
headstun melee. 'Maximum Straight' is a lot better than his original move since
it can kill without prior damage so it's always nice to have.
One of the best teams in Reunion, Josh/Barry is a force to be reckoned with.
Powerful melees, instant stopping power, great combo saving, and a one hit kill
on a boss. This team dominates Prison for a reason!
--> REBECCA <--
All I really have to say here is he's another non-upgraded-melee Warrior to her
His shotgun is much better than Rebecca's but he doesn't start with a lot
extra. That doesn't mean if you see he has 30 extra already he needs more. His
shotgun is powerful enough where around 30 are plentiful enough.
--> JOSH <--
Having 2 Josh players is like having one Safari Chris but with 2 of the best
shotguns and MUCH better melee set-ups. A team I rarely see, which is
surprising, Josh/Josh can work really well together including the fact you have
two chances to kill one of the stage bosses in one shot. I guess one reason you
don't see a lot of them is a shotgun is not a magnum, and can't instant stun a
boss so it's generally safer to use Barry.
--> EXCELLA <--
The only problem with this team is....there really is no problem with this
team! This team definitely should get more rep since both are very efficent at
almost everything that comes their way. She can help a lot for plagas spawns
too.
___ _ _ ___ _
| __|_ ____ ___| | |__ _ / __(_)___ _ _ _ _ ___
| _|\ \ / _/ -_) | / _` | | (_ | / _ \ ' \| ' \/ -_)
|___/_\_\__\___|_|_\__,_| \___|_\___/_||_|_||_\___|....................[DUO10]
* Can leave Flash grenades behind for partner
AND...
--> HEAVY METAL <--
The ultimate plagas team next to Excella/Excella, if a HM player knows how to
use his stun rod effectively you can easily go through a run without any
hardcore problems. If you do get some, Excella has her 12 flash grenades she
can easily whip out in a hurry to save the combo.
--> WARRIOR <--
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
If you do find an ample supply Warrior/Excella can be a force to be reckoned
with.
--> BUSINESS <--
Whenever teamed with Sheva or Rebecca, Excella gains an upgraded version of her
frontal arm stun melee. 'Cross Slap' isn't highly damaging, but is a 100%
critical on any normal majini, meaning everytime you use it you WILL get a kill
out of it. I wouldn't depend on it much though since getting a arm stun is a
lot harder than a Head or Leg stun.
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
Other than that, this is a very so-so team. Both are very handgun dependent
(and Excella has an AK-47 which increases MG drops) so it's not uncommon for
one to run out of ammo. At least Excella has her MG for backup.
--> FAIRY TALE <--
Whenever teamed with Sheva or Rebecca, Excella gains an upgraded version of her
frontal arm stun melee. 'Cross Slap' isn't highly damaging, but is a 100%
critical on any normal majini, meaning everytime you use it you WILL get a kill
out of it. I wouldn't depend on it much though since getting a arm stun is a
lot harder than a Head or Leg stun.
One flaw anybody has with Excella on their team(except Heavy Metal since he
needs no ammo) is a lot of the time you'll get more ammo drops for her Grenade
Launcher than anything else, which can cause you to run out of ammo regularly.
--> BARRY <--
Hey, something actually useful! Barry/Excella is great in the fact she can
easily set-up Headbutt melees for him. They can also dominate a Executioner by
doing this: When one is kneeling after taking damage Excella can do her 'Disco
Spin' melee, but RIGHT before the second hit Barry can do his 'Hurricane' melee
totaling up to around 8000 damage!
--> REBECCA <--
Whenever teamed with Sheva or Rebecca, Excella gains an upgraded version of her
frontal arm stun melee. 'Cross Slap' isn't highly damaging, but is a 100%
critical on any normal majini, meaning everytime you use it you WILL get a kill
out of it. I wouldn't depend on it much though since getting a arm stun is a
lot harder than a Head or Leg stun.
--> JOSH <--
The only problem with this team is....there really is no problem with this
team! This team definitely should get more rep since both are very efficient at
almost everything that comes their way. She can help a lot for plagas spawns
too.
--> EXCELLA <--
Plagas are SUCH fail! This is by far the best team to handle them for obvious
reasons. Outside of that imo this team really isn't that special, It's just the
benefits of 24 flash grenades outweighs everything else.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
====================---SECTION VI: QUICKLIST/TIER LISTS---=====================
[QUI00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
..........................................................WEAPON DAMAGE [QUI01]
--> HEAVY METAL <--
_____________
|WEAPON DAMAGE\
.--------------------------.
| Gatling Gun : 350 |
|==========================|
| Stun Rod : 350 |
|==========================|
| Hand Grenade : 1000-1500 |
|==========================|
| Prox Mines : 1000-1500 |
.==========================.
--> WARRIOR <--
_____________
|WEAPON DAMAGE\
.--------------.
| Hydra : 400 |
|==============|
| PSG-1 : 1200 |
|==============|
| P8 : 300 |
.==============.
--> BUSINESS <--
_____________
|WEAPON DAMAGE\
.-----------------------.
| SIG P226 : 480 |
|=======================|
| Lightning Hawk : 3000 |
|=======================|
| Prox. Mines : 1500 |
.=======================.
--> FAIRYTALE <--
_____________
|WEAPON DAMAGE\
.----------------.
| SIG 556 : 180 |
|================|
| M500 : 4500 |
|================|
| Ithaca : 400 |
.================.
--> BARRY <--
_____________
|WEAPON DAMAGE\
.---------------------.
| Samurai Edge : 350 |
|=====================|
| S&W M29 : 3200 |
|=====================|
| Dragunov SVD : 1300 |
.=====================.
--> REBECCA <--
_____________
|WEAPON DAMAGE\
.-------------------.
| MP5 : 120 |
|===================|
| Jailbreaker : 300 |
.===================.
--> JOSH <--
_____________
|WEAPON DAMAGE\
.-------------------------.
| M92F : 250 |
|=========================|
| M3 : 900 |
|=========================|
| Rocket Launcher : 30000 |
|=========================|
| Hand Grenades : 1500 |
.=========================.
--> EXCELLA <--
_____________
|WEAPON DAMAGE\
.----------------------------.
| M93R : 400 |
|============================|
| AK-47 : 220 |
|============================|
| GRENADE LAUNCHER : VARIBLE |
.============================.
...........................................................MELEE DAMAGE [QUI02]
--> HEAVY METAL/WARRIOR <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 300 | 300 | 400 | Kill | 600 | 3,000 |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 3,000 | 600 | 500 |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE BARRY/REBECCA PARTNER)
.-------------------.
| Leg (f) | Leg (b) |
|===================|
| 2,000 | 1,500 |
.-------------------.
--> BUSINESS/FAIRYTALE <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 250 | 250 | 600 | Kill | 600 | Kill |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 3,000 | 600 | 500 |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE EXCELLA/JOSH PARTNER)
.--------.
| Ground |
|========|
| 600 x2 |
.--------.
--> BARRY <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 300 | 250 | 350 | Kill | 400 | 4000 |
.--------------------------------------------------------------------.
.----------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|==============================================|
| 4000 | 5000 | ? |
.----------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE CHRIS/JOSH PARTNER)
.---------.
| Arm (f) |
|=========|
| ? |
.---------.
--> REBECCA <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 200 | 200 | 300 | 400 | 800 | 8000 |
.--------------------------------------------------------------------.
.----------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|==============================================|
| 8000 | 500 | 350 |
.----------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE CHRIS/EXCELLA PARTNER)
.---------.
| Arm (f) |
|=========|
| 600 |
.---------.
--> JOSH <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 450 | 700 | 450 | Kill | 600 | Kill |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 3,000 | 1,200 | 1,500 |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE BARRY/SHEVA PARTNER)
.----------.
| Head (f) |
|==========|
| 2000 |
.----------.
--> EXCELLA <--
.--------------------------------------------------------------------.
| Arm (f) | Arm (b) | Leg (f) | Leg (b) | Head | Tag Team Finish (f) |
|====================================================================|
| 50 | 100 | Kill | Kill | 400 | 4000 |
.--------------------------------------------------------------------.
.---------------------------------------------.
| Tag Team Finish (b) | Ground | Partner Help |
|=============================================|
| 4000 | 1,200 | ? |
.---------------------------------------------.
SPECIAL MELEE DAMAGE (MUST HAVE REBECCA/SHEVA PARTNER)
.----------.
| Arm (f) |
|==========|
| 500 |
.----------.
..................................................................TIERS [QUI03]
*NOTE: These next few sections are just for FUN on my own part based on my own
opinion and some of others i've talked to :). There is no official tier list.
Even if there was, it would be very hard to do one for Reunion because each
character are amazing on one stage/enemy, but sucks for other things. It's
nothing like Normal Mercenaries where STARS Wesker was clearly the best choice
for any stage.
NORMAL ENEMY TIERS WITH MELEES
------------------------------
HEAVY METAL
JOSH
REBECCA
FAIRYTALE
WARRIOR
EXCELLA
BARRY
BUSINESS
--> Why Heavy Metal Chris is top <--
Stun Rod. It prevents any possible plagas spawns, takes 3 hits to kill, works
GREAT for crowds, and each kill adds 5 seconds to your overall time.
--> Why Business Sheva is bottom <--
Her SIG P226 is simply too strong to be easy to use. She only gets ONE pistol
shot for a melee kill and that's it. Sure you could use flash grenades, but
you'll need them for plagas.
NORMAL ENEMY TIERS WITHOUT MELEES
---------------------------------
BARRY
HEAVY METAL
WARRIOR
BUSINESS
EXCELLA
JOSH
FAIRYTALE
REBECCA
--> Why Barry is top <--
This section is a little treat more for the people who DON'T like to melee and
just wanna shoot things. Barry's Draganov covers long range, while his Samurai
Edge and S&W M29 cover mid range. His only problem is close range.
--> Why Rebecca is bottom <--
Rebecca is hardly nothing much at all at long range. Her MP5 is accurate, but a
lot of the time a full on spray (or even a burst spray) will knock the enemy
down, making them extremely hard to hit then.
BOSS KILLING
------------
BARRY
JOSH
FAIRYTALE
BUSINESS
WARRIOR
EXCELLA
REBECCA
HEAVY METAL
--> Why Barry is top <--
His magnum is just too good. Yes, Fairytale's magnum is stronger, but the
overall pressure Barry can unload is amazing.
--> Why Heavy Metal Chris is Bottom <--
Im sorry, but his Gatling gun sucks ass at killing a boss. He really needs frag
grenades to stun one beforehand before he starts shooting with his slow
starting weapon.
PLAGAS KILLING
--------------
EXCELLA
BARRY
FAIRYTALE
BUSINESS
JOSH
WARRIOR
REBECCA
HEAVY METAL
--> Why Excella is top <--
Hahahahahahaha.
--> Why Heavy Metal is bottom <--
Here's the deal: The stun rod does some pretty extreme damage to plagas since
its electric (just like STARS Chris in Normal Mercenaries), but it's not a
projectile which requires you to get close. Cephalos and Duvalias are faster
than you, so you can get hit a lot trying to swipe at them.
If you have any disagreements you want to discuss, email me!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~===ENEMIES===~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=SECTION VII=
_____ _____ ___ _ __ __ _ _ ___ _ _ ___
|_ _/ _ \ \ / / \| | | \/ | /_\ _ | |_ _| \| |_ _|
| || (_) \ \/\/ /| .` | | |\/| |/ _ \ || || || .` || |
|_| \___/ \_/\_/ |_|\_| |_| |_/_/ \_\__/|___|_|\_|___| [TWN00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...................................................................INFO [TWN01]
MOD: Modification
__ __________
|HP\ /DAMAGE MOD|
.-----------------. .---------------.
| Male : 800 | | HEAD : +20% |
|=================| |===============|
| Female : 700 | | BODY : Normal |
|=================| |===============|
| Agitator : 1400 | | LEGS : -10% |
|=================| .---------------.
| Allyson : 1400 |
|=================|
| Dynamite : 700 |
|=================|
| Molotov : 700 |
.-----------------.
This variant is seen in The Mercenaries Reunion maps Public Assembly, The
Mines, Ship Deck, Missile Area, and Prison. Yea, you're going to be seeing them
a lot.
Town Majini is your basic Majini type, your training targets to prepare you for
what's to come later on. Although not the brightest or strongest, they excel in
annoying the daylights out of you. They have a tendency to grab a lot,
especially right near a sub boss so you NEVER want to turn your back on them
for no more than 3-4 seconds if a boss is around.
................................................................WEAPONS [TWN02]
--> Single Handed Weapons: Bottle, Sickle, Hatchet, Wrench, Megaphone, Mining
Pick, Spiked Club <--
The weapon set you'll see the most. TM (Town Majini) will throw from long
range, swing at you from up close, or charge with a side swing. They all tend
to damage the same, but the one you have to watch out for the most is the close
up swing. Trying to simply run past them will not always 100% work, because
later on in the run they can lock on to you and hit your back causing a very
long stun animation which severely puts your combo at risk.
--> Two Handed Weapons: Steel Pipe, Pick Ax, Shovel <--
If you see these guys in a crowd, make sure you make them your first/second
priority because you will be in a world of hurt if you let them hang around. It
may not look like it, but they have incredible range. 70% of the time once they
start to slam down on you, you won't get away from obtaining damage. Their
charge attack is their strongest attack. As you see them running at you; the
resulting hit will knock you on your ass.
--> Projectile/Explosive Weapons: Dynamite, Crossbow, Molotov cocktail <--
First, let's talk the most hurtful one. Can you guess what it is?
Yes dear fan, the dynamite. In Mercenaries Reunion, they are one of the top 5
causes of lost time in The Mines, Ship Deck and Missile Area. Obviously you can
move out of the way if you see one thrown at you, but one attack you MUST look
out for is when they charge you with dynamite in hand, planning to take you out
with them. They'll circle you until they explode or you run the heck out of
there. Unlike Normal Mercenaries however where melee is king, dynamites can be
used in your favor to save a combo!
The Crossbow Majini is the snipers of the group since they'll always stay in an
far up place, and only appear on Ship Deck and Public Assembly. The least
damaging weapon of this group, they can become a real nuisance while you're
distracted. When you have the chance, try to take them out with a mid-long
range weapon.
Molotovs are basically just stunning weapons. If you get hit by it, you will be
stuck in place for about 2 seconds. The good thing about it is like the
dynamite, it can hit other enemies and it gives you a free ground melee. Be
careful when ammo spamming near one though as you could hit a lit bottle on
accident. The aiming sight of a weapon can trick you into thinking you're not
actually aiming at a molotov when the gun itself actually is.
--> Barehanded <--
The least damaging, but hands down the most aggressive section. This is where
one of the main Ganado/Majini differences comes in play, because once they grab
you from the front they seem to mimic older Resident Evil zombie behavior and
try to bite your face off with the Las Plagas parasite. Let's not let that
happen, so shake the analog stick to struggle them off you. Although not
damaging, the back grab gives the other majini around you free reign to beat
the living hell out of you.
..................................................................TYPES [TWN03]
--> Male/Female Town Majini <--
Not much to say at all since they're all over the place and work the same way.
The only differences are Female TM are more aggressive but weaker than Male TM.
--> Allyson, The B**** In The Re...Black Dress <--
She appears the Mercenaries Reunion map Public Assembly. She's only around
once, but she's probably the most aggressive and toughest Majini in the whole
game. Her AI appears to be set on professional difficulty, as she will grab you
much more than any other majini. Enough damage to her can cause her to sprout
out a cephalo, which in itself is hard to take down because it seems to take
about 1000 more damage than a regular cephalo spawn.
--> Agitator <--
He appears in The Mercenaries Reunion map Public Assembly. He's easily
noticeable by his shades and the fact he's the only majini with a megaphone,
and appears seemingly randomly after 100 kills. Like Allyson, he's the toughest
majini around, and in Mercenaries Reunion enough damage will cause him to spawn
a Duvalia.
.............................................................STRATEGIES [TWN04]
I know what you're thinking: Guns are the best method for taking them out
right? Well...in a way that's true, but a Pistol or Machine Gun are the set-ups
for the overall best way to kill them: Melee Attacks.
If you want to score high in both mercenaries modes, this method is REQUIRED to
learn. It gives you invincibility frames, can kill 2-3 Majini at once without
prior damage (depending on the melee and character), and you can tag certain
melees together in a chain for an achievement and a finisher melee to kill
everything you hit with it (The exception being sub-bosses). If you shoot them
in the leg and they bend over to grab it, you can run behind them and press
X/[] to do a instant kill melee that cancels any Las Plagas spawn they might
have in surprise for you, the exception being Barry. There are many different
ways to melee kill and different characters and styles to use. Test them out!
--> CHARACTER SPECIFIC: HEAVY METAL <--
Both of his leg stuns melees are what you want to go for to gain kills. 2
Gatling gun shots to leg > leg stun (front or back) > melee attack is by far
his best option, but it's also slow due to the fact you have to wait for the
Gatling Gun to start up, shoot, and then wait for the bullets to get there (the
bullets on the GG is slow for some reason). After the two shots, if they are
still unaffected, quickly run up and use the Stun Rod, and that will surely
kill them. It's normally not a good idea go use the Stun Rod alone a lot, as
the hit detection is hard to get right and cause you to miss, especially on
small enemies. If a enemy is downed but not dead, it's best to run up to them
and use the stun rod instead of stomp (later in the run when Plagas start to
appear), as any kill with a stun rod prevents cephalos.
--> WARRIOR <--
Unlike his partner in crime Heavy Metal, Warrior Chris can appeal to either one
of two types of players: Head Stun or Leg Stun. Warrior is by a longshot
faster, as a Head Stun from one P8 shot + Straight will kill any normal majini.
He isn't quite as good for crowds in the corner as Heavy Metal Chris is
however.
--> BUSINESS <--
ALWAYS go for head stuns whenever possible. She does not have the spare ammo to
set up Leg stuns (which usually takes 2 shots) consistently, so the less ammo
you use, the better. Business really requires some precise aiming whenever
possible, some lucky ammo drops, and the fact her view point is different that
others can easily throw people off. She is truly a character that requires some
expert handling before going for those million scores.
--> FAIRY TALE <--
If you were a STARS Chris player in the original mercenaries, Fairy Tale is
practically just like him, excluding the Ithaca Shotgun over the grenade
launcher. 2 body shots plus a leg shot with the SIG 556 and a somersault will
kill a town majini.
--> BARRY <--
Barry's headbutt is by far his overpowering melee since after one Samurai Edge
shot to the head, it's a guarantee kill but, of course there is a few flaws
with it.
Any shot to the head increases the chance of a plagas to appear, so if you know
if one will turn but you don't have any flash grenades to stun them, you have
no way to avoid it which kinda makes Barry a pain to play with at times.
Speaking of which, if a Majini is stunned by a flash you can go up to them and
Headbutt them. The problem is the game can trick you into thinking this is a
really powerful melee (it's not), it just has a very high critical rate. If a
Majini survives it, you can run up to them and headbutt them again.
His only real crowd control outside of his Tag Team Melee is his leg stun back
melee. It has good range and power, but it doesn't prevent plagas spawns like
everyone else.
If you see Allyson or the Agitator, make sure you have a Flash Grenade on you
since his headbutt is the only melee that prevents cephalos, and shooting thier
heads increases the chance of them spawning.
--> REBECCA <--
As if I haven't made it clear enough, the only melee worth using at all is her
headstun. It was wide range and can kill any regular majini without prior
damage, so this is one of the best crowd control melees in the game that
doesn't need a special partner.
--> JOSH <--
The best option is the go for headstuns, but if you mess up and shoot an arm or
leg, he can kill from there pretty quickly.
--> EXCELLA <--
Excella's fastest and preferred melee is: M93R shot to head > head stun > High
Heel. This is great if you can find the lucky ammo drops, but this method can
have you run out of ammo very quickly if you don't get a lot of lucky ammo
drops.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=SECTION VIII=
__ __ _ _ _
\ \ / /__| |_| |__ _ _ _ __| |___
\ \/\/ / -_) _| / _` | ' \/ _` (_-<
\_/\_/\___|\__|_\__,_|_||_\__,_/__/ [WTL00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...................................................................INFO [WTL01]
__ __________
|HP\ /DAMAGE MOD|
.-------------------. .---------------.
| Normal : 670-680 | | HEAD : +20% |
|===================| |===============|
| Sheild : 700 | | BODY : Normal |
|===================| |===============|
| Torch : 1500 | | LEGS : -10% |
|===================| .---------------.
| Arrow : 620-630 |
|===================|
| Ending* : 900 |
.===================.
*The Ending Wetlands on Village only
This variant is seen in The Mercenaries Reunion maps Village and Ancient Ruins.
Now, a lot of people have various opinions on which group is the most
aggressive, but I have to say these guys definitely take the cake. Long story
short, this majini group are tribal warriors that went insane after ingesting
the Las Plagas virus/parasite, and had decided to cover themselves in war paint
in preparation for battle. Some of them even managed to grow 10 feet tall and
decided to don some pretty scary masks. These guys use old school methods of
attacking with weapons by using bows, wooden shields, and spears made of human
remains.
These guys also have what the other groups don't: extreme agility. They're
quite the jumpers as they can very quickly jump up (yes, jump) to where you are
if you're high up. They can also dodge bullets by bending backwards and rising
up matrix style.
The last thing to look out for is that if you knock them down but enough damage
isn't done, they will flip back up again really quickly. Never knock one down
and then turn your back on it, you'll regret it.
................................................................WEAPONS [WTL02]
--> Spears <--
You'll see these guys the most. They carry a long spear in one hand (think of a
javelin) and nothing else in the other. The worst part is they can throw it at
you, which gives it super long range. Good thing they can't pull another out of
their...grass pants....like TM can.
Spear wielders only have 2 attacks you need to watch for. They have the basic
swing (which has amazing range btw), then there's attack #1: What one will do
is crouch down, and then they'll jump at you and impale you to the ground. It
can be very damaging and startling to randomly be impaled in the back out of
nowhere. The only way to dodge it is to press the button prompt (X/Square or
A/X) that shows on the screen. Attack #2 is a charging impale. What will happen
is the WM (Wetland Majini) will put the spear to their side in a charge
fashion, and then run at you and impale you high in the air. Although easier to
notice, you can't dodge it by pressing a button, so the best thing to do is to
shoot it or move far away.
--> Spear/Shield Combo <--
As if the spear wasn't enough, WM now carry a shield! It's pretty damn flimsy
though, so a simple shotgun blast should take care of it or a well placed melee
attack. There's nothing OVERLY different except they now gain a 'shield butt
leading into a multi-stab' combo. The only sucky thing is about 95% of the
time, once they butt you with the shield you can't avoid the multi-stab that
follows. Damn you stun animations!
--> Explosive Arrows <--
The Explosive Arrows Majini is the snipers of the group since they'll always
stay in a far up place. They can become a real nuisance while you're
distracted, since this time they explode on contact causing even more damage.
This can sometimes be helpful because of the fact they can kill their own
compadres. First chance you get, try to take them out with a mid-long range
weapon.
--> Torches <--
The toughest set HP wise, they carry 1 torch in each hand and have only 2
attacks. First thing's first: the first attack is very hard to see coming
because of how fast it is. What they'll do is charge you and then swing wildly
in the exact manner as a Garrador from RE4. This'll knock you down every time,
so these guys are always first priority in a crowd. Attack #2 is your basic
fire breather. Not too damaging, but annoying to predict because of the flames
blocking your view
--> Barehanded <--
The least damaging, but hands down the most aggressive section. This is where
one of the main Ganado/Majini differences comes in play, because once they grab
you from the front they seem to mimic older Resident Evil zombie behavior and
try to bite your face off with the Las Plagas parasite. Let's not let that
happen to our heroes, so shake the analog stick to struggle them off you.
Although not damaging, the back grab gives the other majini around you free
reign to beat the living hell out of you.
..................................................................TYPES [WTL03]
--> Masks: Mud and Wooden <--
This is the first time where you'll see any sort of body armor protection. One
good thing is the masks are weak, so a few pistol shots should take care of it.
One thing to note is that they can't be blinded by flash grenades unless the
mask is removed.
.............................................................STRATEGIES [WTL04]
--> CHARACTER SPECIFIC: HEAVY METAL <--
Both of his leg stuns melees are what you want to go for to gain kills. 2
Gatling gun shots to leg > leg stun (front or back) > melee attack is by far
his best option, but it's also slow due to the fact you have to wait for the
Gatling Gun to start up, shoot, and then wait for the bullets to get there (the
bullets on the GG is slow for some reason). After the two shots, if they are
still unaffected, quickly run up and use the Stun Rod, and that will surely
kill them. It's normally not a good idea go use the Stun Rod alone a lot, as
the hit detection is hard to get right and cause you to miss, especially on
small enemies. If a enemy is downed but not dead, it's best to run up to them
and use the stun rod instead of stomp (later in the run when Plagas start to
appear), as any kill with a stun rod prevents cephalos.
--> WARRIOR <--
Unlike his partner in crime Heavy Metal, Warrior Chris can appeal to either one
of two types of players: Head Stun or Leg Stun. Warrior is by a longshot
faster, as a Head Stun from one P8 shot + Straight will kill any normal majini.
He isn't quite as good for crowds in the corner as Heavy Metal Chris is
however, but it pistol is good for breaking through sheilds.
--> BUSINESS <--
ALWAYS go for head stuns whenever possible. She does not have the spare ammo to
set up Leg stuns (which usually takes 2 shots) consistently, so the less ammo
you use, the better. Business really requires some precise aiming whenever
possible, some lucky ammo drops, and the fact her view point is different that
others can easily throw people off. She is truly a character that requires some
expert handling before going for those million scores.
--> FAIRY TALE <--
If you were a STARS Chris player in the original mercenaries, Fairy Tale is
practically just like him, excluding the Ithaca Shotgun over the grenade
launcher. Only one leg shot with the SIG 556 (plus melee) is needed to kill,
and any other Wetland Majini caught in her somersault will stay down long
enough for you finish off with her ground melee!
--> BARRY <--
Barry's headbutt is by far his overpowering melee since after one Samurai Edge
shot to the head, it's a guarantee kill but, of course there is a few flaws
with it.
His only real crowd control outside of his Tag Team Melee is his leg stun back
melee. It has good range and power, but it doesn't prevent plagas spawns like
everyone else.
The fact some of the enemies wear masks hurts Barry, and he has no way to set
up a Hurricane (at least in solo). You may not want to, but it's better to go
for the Gun Bash sometimes.
--> REBECCA <--
As if I haven't made it clear enough, the only melee worth using at all is her
headstun. It was wide range and can kill any regular majini without prior
damage, so this is one of the best crowd control melees in the game that
doesn't need a special partner.
Rebecca has the same headstun problem as Barry, but not his extent because of
how much of a crowd killer her Flame Spray is. In duo, her Double Flame Spray
when teamed with Excella/Chris is actually much more useful since the enemies
are weaker.
--> JOSH <--
The best option is the go for headstuns, but if you mess up and shoot an arm or
leg, he can kill from there pretty quickly. Personally, I don't like Josh for
wetlands due to the fact his Pistol is non-piercing, leaving him to waste
shotgun ammo on breaking shields.
--> EXCELLA <--
Excella's fastest and preferred melee is: M93R shot to head > head stun > High
Heel. This is great if you can find the lucky ammo drops, but this method can
have you run out of ammo very quickly if you don't get a lot of lucky ammo
drops.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=SECTION IX=
___ __ __ _ _ _
| _ ) __ _ ___ ___ | \/ |__ _ (_|_)_ _ (_)
| _ \/ _` (_- -_) | |\/| / _` || | | ' \| |
|___/\__,_/__/\___| |_| |_\__,_|/ |_|_||_|_|
|__/ [BSE00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...................................................................INFO [BSE01]
__ __________
|HP\ /DAMAGE MOD|
.------------------------. .---------------.
| Normal : 800 | | HEAD : +20% |
|========================| |===============|
| Rocket Launcher : 1000 | | BODY : Normal |
|========================| |===============|
| Licker : 900 | | LEGS : -10% |
.========================. .---------------.
This group is loaded with body armor, assault rifles, and stun rods. The
strongest majini group, you'll see them on The Mercenaries Reunion stage
Experimental Facility.
What differs these guys from the others is unless you have a weapon with
piercing power (or a magnum), their armor makes them invincible in the area
it's covering. A simple handgun or a low level machine gun will not work on
these guys unless you hit the specific uncovered parts.
One last thing is they're really overconfident. Usually after attacking,
they'll taunt you by exposing the parasite residing in their mouth. Show them
who gets the last laugh by blowing them away :).
+Weapons [BSE02]
--> Rocket Launchers <--
Yep, that's right, a rocket launcher, definitely a big upgrade from a simple
pickaxe. One thing you should know is that they're not a big threat as you
would think. They're slow at aiming, shooting, and reloading but they can
surprise you at times. The only thing is they have different stun animations
whenever they're hit, so it can be confusing to new players that want to try
meleeing.
--> AK-47 <--
These guys are exactly why Experimental Facility is a pain in the ass for a lot
of people. As you would guess, they have machine guns that they only fire in 2
bursts, then reload. One really crappy thing is even though you get a headshot
on them but they had already aimed at you, it won't stop them from shooting
until they finish the 2 bursts. What makes them VERY blood boiling annoying is
the fact two burst can easily get you in red, including the fact there's at
least 3 at a time aiming at you at once, ADDING the fact they are mixed in with
frag grenades and rocket launchers.
--> Stun Rod <--
The only pure melee weapon they have. They act in the same manner as a regular
town majini with a one handed weapon, just that they are WAY stronger in their
hits.
--> Hand & Flash grenades <--
No description needed, just they work in the same way as the ones you carry.
..................................................................TYPES [BSE03]
--> Armored <--
To show their superiority over others, some Base Majini comes with armor. Like
mentioned before, they can NOT be shot through with a non-piercing weapon.
They have different varieties in what is covered, so it's up to you where you
want to shoot them at.
--> 'Unstable' <--
Not an official name, but it'll work. Sometimes when a Base Majini dies, it
will expand and explode in bits. As for why, who knows and cares, just as long
as they're dead. Soon as you see them expand, get the heck out of there as
quickly as possible unless you want to go along with them.
--> Suicide Bomber <--
Calling all Resident Evil fans: if you've played REmake for the Gamecube, think
about what zombie this reminds you of. No clue? It's very similar to 'One
Dangerous Zombie' mode! For those who don't know what I'm talking about, you
can't shoot this Majini anywhere in the chest or it will explode. Unlike
ODZ mode, it won't kill you instantly so these guys are kind of a relief
compared to that, but are still an annoyance in close quarters.
.............................................................STRATEGIES [BSE04]
--> CHARACTER SPECIFIC: HEAVY METAL <--
Both of his leg stuns melees are what you want to go for to gain kills. 2
Gatling gun shots to leg > leg stun (front or back) > melee attack is by far
his best option, but it's also slow due to the fact you have to wait for the
Gatling Gun to start up, shoot, and then wait for the bullets to get there (the
bullets on the GG is slow for some reason). After the two shots, if they are
still unaffected, quickly run up and use the Stun Rod, and that will surely
kill them. It's normally not a good idea go use the Stun Rod alone a lot, as
the hit detection is hard to get right and cause you to miss, especially on
small enemies. If a enemy is downed but not dead, it's best to run up to them
and use the stun rod instead of stomp (later in the run when Plagas start to
appear), as any kill with a stun rod prevents cephalos.
Since about half of these guys wear leg armor, this is a little more difficult
but not impossible. Be careful with Suicide Bombers with the stun rod, as
hitting the grenades with it can cause them to explode.
--> WARRIOR <--
Unlike his partner in crime Heavy Metal, Warrior Chris can appeal to either one
of two types of players: Head Stun or Leg Stun. Warrior is by a longshot
faster, as a Head Stun from one P8 shot + Straight will kill any normal majini.
He isn't quite as good for crowds in the corner as Heavy Metal Chris is
however.
--> BUSINESS <--
ALWAYS go for head stuns whenever possible. She does not have the spare ammo to
set up Leg stuns (which usually takes 2 shots) consistently, so the less ammo
you use, the better. Business really requires some precise aiming whenever
possible, some lucky ammo drops, and the fact her view point is different that
others can easily throw people off. She is truly a character that requires some
expert handling before going for those million scores. Capcom just had to make
this strategy harder by giving them masks, so now you'll have to go for the
legs.
--> FAIRY TALE <--
If you were a STARS Chris player in the original mercenaries, Fairy Tale is
practically just like him, excluding the Ithaca Shotgun over the grenade
launcher. 2 body shots plus a leg shot with the SIG 556 and a somersault will
kill a Base majini.
--> BARRY <--
Barry's headbutt is by far his overpowering melee since after one Samurai Edge
shot to the head, it's a guarantee kill but, of course there is a few flaws
with it.
His only real crowd control outside of his Tag Team Melee is his leg stun back
melee. It has good range and power, but it doesn't prevent plagas spawns like
everyone else.
The fact some of the enemies wear masks hurts Barry, and he has no way to set
up a Hurricane (at least in solo). You may not want to, but it's better to go
for the Gun Bash sometimes.
--> REBECCA <--
As if I haven't made it clear enough, the only melee worth using at all is her
headstun. It was wide range and can kill any regular majini without prior
damage, so this is one of the best crowd control melees in the game that
doesn't need a special partner.
Rebecca has the same headstun problem as Barry, but not his extent because of
how much of a crowd killer her Flame Spray is. Half of the time she'll need to
go for a leg stun melee > ground melee.
--> JOSH <--
The best option is the go for headstuns, but if you mess up and shoot an arm or
leg, he can kill from there pretty quickly, and with these guys you'll have no
choice but to go for other stuns.
--> EXCELLA <--
Excella's fastest and preferred melee is: M93R shot to head > head stun > High
Heel. This is great if you can find the lucky ammo drops, but this method can
have you run out of ammo very quickly if you don't get a lot of lucky ammo
drops.
AK-47 shot to leg > leg stun > Humiliation and AK-47 shot to leg > leg stun >
First Aid (b) are also highly preferred since they grant good invincibility.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=SECTION X=
___ _ ___
/ __|_ _| |__ | _ ) ___ ______ ___ ___
\__ \ || | '_ \ | _ \/ _ (_-<_- -_|_-<
|___/\_,_|_.__/ |___/\___/__/__/\___/__/ [SUB00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...................................................................INFO [SUB01]
.--------------------------------------------------------------------.
| EXECUTIONER | B.M MAJINI | CHAINSAW | GIANT MAJINI | G. GUN MAJINI |
|====================================================================.
| P. Assembly | The Mines | Sh. Deck | Village | Missile Area |
|-------------|------------|----------|--------------|---------------|
| Prison | Prison | | A. Ruins | Ship Deck |
.-------------.------------. .--------------.---------------.
What are Sub-Bosses? Well, they're basically super beefed up Majini who takes
up a lot more damage than any normal enemy. They're way more dangerous,
trickier to kill, and in Mercenaries Reunion will explode on death. These are
the guys you're going to want to save until the last possible kill count in a
150 combo.
NOTE: Barry, Fairytale, and Business do have specific melee kills for bosses.
These are what this specific YT user (and now me after watching these videos,
so thanks!) use.
"RE5: Fairytale Sheva Guide" by Quantossame
---
http://www.youtube.com/watch?v=Z8BZ3LF0yxc
"RE5: Barry Guide" by Quantossame
---
http://www.youtube.com/watch?v=SmvX2WY_6NU
"RE5: Business Sheva Guide" by Quantossame
---
http://www.youtube.com/watch?v=Ip9LVvRvQmA
NOTE 2: I should point out when going for high scores in the 1000K area by
saving them, its best to just go ahead and kill them when the time comes
instead of going for melees. A little lost time will hardly ever hurt your
score and it's faster for keeping the combo going, so trying to melee the
bosses is highly impractical.
___ _ _
| __|_ _____ __ _ _| |_(_)___ _ _ ___ _ _
| _|\ \ / -_) _| || | _| / _ \ ' \/ -_) '_|
|___/_\_\___\__|\_,_|\__|_\___/_||_\___|_|..............................[SUB02]
*NOTE* 3 Black Executioners appear on Public Assembly, whereas 5 (mix of red
and black) appear on Prison. Prison order goes: Normal, Red, Normal, Red, Red.
Whoa...someone has been eating their wheaties. He only appears in The
Mercenaries Reunion stages Public Assembly and Prison. Your first sub-boss in
the game, his intimidating appearance and giant axe can make players fearful of
him, and they're not exactly wrong especially if it's their first time playing.
With a low class weapon he is very hard to stun quickly, so if that's all you
have try to hit him from afar. With the exception of 1 attack, every attack of
his is an instant dying status.
First thing's first: every hit from his axe, no matter the attack, will put you
in dying status. He only has one instant kill attack where after he grabs you
and throws you to the ground, he'll impale you with the axe. The grab itself
(which you can escape the same matter as a normal Majini grab) isn't an instant
kill but the after hit is. Another thing is, as with most huge creatures, he's
slow as hell. It's very noticeable whenever he's about to attack and somewhat
easy to avoid.
In the Mercenaries Reunion stage Prison, there is a Red variant that's set on
professional difficulty. Move wise he's exactly the same, but he is much faster
and tougher than the normal executioner. If you're just looking to damage him
quickly: Any Magnum character plus BSAA Josh (only good once) can easily kill
him without any help from hand grenades.
His most used attack is his overhead swing, where you can clearly see him put
the axe behind him in preparation for it. This is actually easy to dodge with
the C/D control types, since it gives you a sidestep move to move out of the
way easily. The best way to avoid it with the A/B types is to run up close to
him BUT off to the side and behind him(in case he doesn't cancel into a grab).
Yes, you read right. Get close. He'll cancel out the swing into a grab.
He has a nice variety of side swings too, but the only one you need to watch
for is after the second melee of a combo. After Player 1 melees once then
Player 2 melees him, he'll turn around stunned but will recover by turning
around with a double side swing. Don't be there for that.
In The Mercenaries Reunion stage Prison, the red variant has a giant weak spot
on its back. In my opinion it's not worth going for it because he is way too
fast, and the large amount of other majini makes it extremely tough to focus on
that one spot. Just get rid of him the regular way.
The only thing left is if he's low on health, he'll go in a berserker rage and
continuously swing his axe nonstop. A few hand grenades should take care of him
in this state.
Now to the actual strategy: Flash grenades are the best stunners you can find
(and you will need to stun him a lot so Excella is Perfect), but the only thing
is it does no damage. If you're using a flash grenade to stun, make sure you
have a powerful shotgun or a Magnum to handle him in his stunned state. All in
all, this is one tough SOB to take down.
--> CHARACTER STRATEGIES: HEAVY METAL <--
Without grenades or Proximity mines, Heavy Metal is SCREWED against these guys.
His Gatling gun is pure garbage at stunning him, and is not a good weapon to
have out while fighting the red ex since he's so fast and HM moves slow. If you
want a quick kill, definitely try to pick up as many Hand Grenades as possible.
You'll need about 2 per normal executioner and 3 to 5 for the red executioner.
Make sure while he's kneeling that you shoot him as much as humanly possible,
then melee him as soon as his starts to rise. It should go like this in repeat
until he dies: Grenade>Constant Shooting>Melee as he rises>Grenade.
--> WARRIOR <--
First of all, forget that sniper rifle against him. It's too slow to aim
(especially in the cramped areas that Prison gives you against the Red Ex), and
you have a much better weapon to handle him with. Another thing you need to
worry about is although his Hydra is strong; it doesn't have good stopping
power against him, so it might take about 2 shots to stun him. When it's almost
time to kill one, wait until he attacks, then rush up as quickly as possible
while it's recovering and blast it as much as possible until it goes down.
--> BUSINESS SHEVA <--
Magnum, Magnum, and did I say Magnum? Magnums are the executioner's worst
enemy. They stun him in one hit and are even more powerful than a grenade! The
only problem is they don't hold a lot of ammo, so this is a big problem for
Fairytale Sheva since hers only holds 6 rounds. Barry won't need it as much as
long as you mix in melees, but try to find ammo for Fairytale and Business
(especially on prison).
MELEE KILL (PUBLIC ASSEMBLY): 1 Lightning Hawk shot to the stomach > 2
Lightning Hawk shots to the leg > Somersault
MELEE KILL (PRISON BLACK): 2 magnum to leg > 2 magnum to head > 1 magnum to leg
> 2 handgun to head > somersault
MELEE KILL (PRISON RED): 1 Lightning Hawk shot to body > 2 Lightning Hawk shots
to head > Somersault, then repeat again
--> FAIRYTALE SHEVA <--
MELEE KILL (PUBLIC ASSEMBLY): 1 M500 shot to head > 1 M500 Shot to arm >
Somersault
MELEE KILL (PRISON BLACK): 3 M500 shots to head > Somersault *thanks to
highlander5523*
MELEE KILL (PRISON RED): 2 M500 shots to body > 3 M500 shots to leg >
Somersault
--> BARRY <--
One note about Barry duo players who want to do a followup melee on the Red
Executioner: DONT. Barry recovers way too slow to get away and he WILL get you
with the side swing afterwards.
MELEE KILL (PUBLIC ASSEMBLY): 3 M29 shots to leg > Burton Boot
MELEE KILL (PRISON BLACK): 1 M29 shot to leg > 2 M29 shots to head, wait until
it stands, then 2 M29 shots to leg > Burton boot.
MELEE KILL (PRISON RED): 1 M29 shots to body > 3 M29 shots to head > 1 M29 shot
to leg > 1 more to head > Burton boot.
--> REBECCA <--
When it's almost time to kill one, wait until he attacks, then rush up as
quickly as possible while it's recovering and blast it as much as possible
until it goes down.
--> JOSH <--
Josh is a freakin' powerhouse against this guy! Just below the mentioned Magnum
users, Josh has the easiest time. One hand grenade and 2 close-up shotgun
blasts on a PA Executioner will demolish him. His rocket isn't even needed to
kill one! Prison is a different story though, as the ones there can handle
quite bit of damage and his shotgun doesn't hold much. What I normally do
rocket wise is save it for the last red executioner that appears.
--> EXCELLA <--
On PA, he's pretty dang easy. When he's stunned she automatically does her tag
team melee on him, so one flash grenade shot plus 3-4 three round bursts from
her M93R plus a melee will kill him off. On Prison, both the Red AND Black will
hog up a lot of M93R ammo so use your AK-47 instead to shoot them instead
while kneeling.
___ _ __ __ __ __ _ _ _
| _ |_)__ _ | \/ |__ _ _ _ | \/ |__ _ (_|_)_ _ (_)
| _ \ / _` | | |\/| / _` | ' \ | |\/| / _` || | | ' \| |
|___/_\__, | |_| |_\__,_|_||_| |_| |_\__,_|/ |_|_||_|_|...............[SUB03]
|___/ |__/
Kimbo slice? Nah, couldn't be him....could it?
Anyway, this majini is only seen around other Town majini, thank god there
wasn't a Wetland variant. He's fatter than the rest, and can take more damage
than a regular majini.
He only has 2 attacks: one is a double fist slam when he's near you, so if you
hear a laugh, prepare to eat dirt. No real way to avoid it unless you can
manage to step back at the last second. His second one is a 3 punch lunging
combo where he'll charge at you swinging with hooks up to 3 times.
The absolutely best way to kill this guy is with a tag team combo if your
partner is near. Stun with whatever you have, then Player 1 hits him once,
Player 2 comes and hits him again, and then Player 1 hits him for the final
time. This will kill him 100% of the time, so you won't have to worry about him
getting back up at all. You can also score 'The Works' achievement if you kill
him this way.
--> CHARACTER STRATEGIES: HEAVY METAL <--
The best thing to do here is to basically spam his Gatling gun fire on it. No
real strategy here as I haven't found a good way to kill him efficiently since
even in Duo, he can't take advantage of his upgraded Rising Upper.
--> WARRIOR <--
A mid-close range Hydra chest shot should take care of him easily, and if not,
another will. In duo when teamed with Barry/Rebecca, he's a lot easier to
handle since the Rising Upper most of the time will kill him if he doesn't die
on the first shot.
--> BUSINESS <--
One magnum leg shot plus a somersault should kill them everytime.
--> FAIRYTALE <--
If you don't want to waste magnum ammo on these guys, the Ithaca shotgun will
do the job just fine. Just be sure you are UP CLOSE for the shot to be
extremely effective.
--> BARRY <--
Hahahahahah. Two Samurai Edge leg shots > Hurricane is the de facto killer for
Big Man Majini. This can also be easily used to set-up up crowd kills. But,
always be wary of the fact that sometimes it WON'T kill due to how Barry swings
around. If they survive it, two more Samurai Edge shots should do the trick.
--> REBECCA <--
Not as weak as the Ithaca, but fails in comparison to Josh's M3 and Warrior's
Hydra. Up close shots are needed to kill this guy quickly.
--> JOSH <--
Just imagine Warrior without the Rising Upper, and you got Josh :P.
--> EXCELLA <--
Like Heavy Metal Chris, I haven't found a good way to cleanly kill this guy.
What I normally do is spam him with AK-47 fire until it explodes.
___ _ _ __ __ _ _ _
/ __| |_ __ _(_)_ _ ___ __ ___ __ __ | \/ |__ _ (_|_)_ _ (_)
| (__| ' \/ _` | | ' \(_- _` \ V V / | |\/| / _` || | | ' \| |
\___|_||_\__,_|_|_||_/__/\__,_|\_/\_/ |_| |_\__,_|/ |_|_||_|_|.......[SUB04]
|__/
Who would win in a Chainsaw duel with this guy and Super Salvador (RE4)? Well
S.S of course!
The Chainsaw guy in this game is not as tough compared to the last game. He's
pretty slow, and he has a tendency to wait about a second before he actually
swings at you if he's close, so you have a very short window of escape time
before you die.
There are 2 variants: blue pants and red pants. This extra info really has no
significance in Campaign (unless on veteran/professional difficulty where both
versions can do it), but in Reunion the blue pants version wont die the first
time he hits the ground (which is evident by the still running chainsaw). Make
sure you keep an eye on him because once he rises again he'll go in a berserker
rage, meaning he can still be stunned but he won't stop swinging his chainsaw
until he gets you. Keep in mind once you get hit in solo play, it's impossible
to revive because he will continue to do it until he hits you again. As SOON as
you see him rise up again, start pumping him with lead from your strongest
weapon. This will cause him to die for good as soon as he stands up.
Strategy wise, aim for his head. That uncovered eye of his tends to get him
stunned easier. You can follow up with up to 2 melee attacks before he comes at
you again. If you can, handle him the same way as the executioner with the
exception of the berserker rage mode after death.
Ship Deck order goes: Red, Red, 2 Red, 2 Blue and Red Gatling Gun Majini
--> CHARACTER STRATEGIES: HEAVY METAL <--
On Ship Deck, there is a Grenade Launcher with 12 Flash rounds beside it and 12
Explosive Rounds in the chamber. This definitely helps Heavy Metal loads, so
make sure you pick it up for either stunning the boss or damaging it.
--> WARRIOR <--
Close range Hydra blasts are your best friend. Any shotgun blast will stun it
for a second, so you shouldn't have to worry if he gets ready to swing as you
kill him. I should point out any shots to the legs when the blue Chainsaw
Majini is in berserk mode WON'T stun it, so aim high.
--> BUSINESS <--
MELEE KILL (RED CHAINSAW): 2 Lightning Hawk shots to leg > 1 to arm >
Somersault
--> FAIRYTALE <--
MELEE KILL (RED CHAINSAW): 1 M500 shot to leg > 1 M500 shot to arm > 3 SIG 556
shots anywhere > Somersault
--> BARRY <--
MELEE KILL (RED CHAINSAW): 1 M29 shot to body + 1 M29 shot to head + Barry
Sandwich.
MELEE KILL (BLUE CHAINSAW): *Needs to be in berserk state. Will also need flash
grenade and Josh/Chris Partner* Flash + 5 Samurai Edge shots anywhere + Lights
Out.
--> REBECCA <--
Practically any shotgun user is the same: Close range shotgun blasts with stun
it everytime.
--> JOSH <--
Practically any shotgun user is the same: Close range shotgun blasts with stun
it everytime.
--> EXCELLA <--
Just like the executioner, when a Chainsaw Majini is crouching you can do the
Disco Spin. Shoot the legs with your Ak-47, then shoot it in the head with 3
full bursts 3-4 times with the M93R.
___ _ _ __ __ _ _ _
/ __(_)__ _ _ _| |_ | \/ |__ _ (_|_)_ _ (_)
| (_ | / _` | ' \ _| | |\/| / _` || | | ' \| |
\___|_\__,_|_||_\__| |_| |_\__,_|/ |_|_||_|_|.................[SUB05]
|__/
Remember in the Wetland section where I mentioned some of them grew 10 feet
tall? This is it. Giant majini appear in The Mercenaries Reunion stages
Village/Ancient Ruins.
As the name implies, these guys are at least 10-12 feet tall and wear humongous
and pretty scary looking tribal masks. They're skinny but also carry around a
giant club made of human skulls and wooden spikes. Talk about a warm welcome.
What makes these guys hard to deal with sometimes is on occasion, you'll fight
2 at once while also dealing with the normal wetland majini running around.
For such a crazy looking set of enemies, they only have 3 attacks: 2 close
range and one far. The far one is a rage charge, where they will do a tribal
call (it's hilarious, trust me) and jump forward and swing back and forth twice
with their clubs. Very easy to hear and see coming, so you should be able to
move out of the way in time. The close ones are a normal kick and an overhead
club swing. The club swing is the hardest to avoid since it auto locks and has
amazing range.
--> CHARACTER STRATEGIES: HEAVY METAL CHRIS <--
Same song and dance here. Grenade, GG fire, melee, repeat. One plus is these
guys are kinda weak to Gatling Gun fire since they stun easily, so they will
die pretty quickly for him.
--> WARRIOR CHRIS <--
My favorite way of handling Giant Majini is the shotgun stun/melee strategy.
Pull out a shotgun, and get up close to blast it. Immediately press your melee
button to follow it up, and then repeat. This can grant you a long line of
invincibility so some the other enemies in the area aren't so much of a
problem.
The only problem with this is they constantly slide back each hit, so in an
open area the shotgun damage will get less damaging. It's best to use this
strategy when you have them in a narrow area.
--> BUSINESS SHEVA <--
MELEE KILL: 3 SIG P226 shots to the stomach > 1 SIG P226 to the leg > 1
Lightning Hawk shot to the leg > Twist Kick.
--> FAIRYTALE <--
MELEE KILL: 1 M500 shot to body > 3 SIG 556 to body > 1 SIG 556 to leg >
Somersault
--> BARRY <--
MELEE KILL: 5 Samurai Edge shots to body > 1 M29 shot to leg > Knee
--> REBECCA <--
My favorite way of handling Giant Majini is the shotgun stun/melee strategy.
Pull out a shotgun, and get up close to blast it. Immediately press your melee
button to follow it up, and then repeat. This can grant you a long line of
invincibility so some the other enemies in the area aren't so much of a
problem.
The only problem with this is they constantly slide back each hit, so in an
open area the shotgun damage will get less damaging. It's best to use this
strategy when you have them in a narrow area.
--> JOSH <--
My favorite way of handling Giant Majini is the shotgun stun/melee strategy.
Pull out a shotgun, and get up close to blast it. Immediately press your melee
button to follow it up, and then repeat. This can grant you a long line of
invincibility so some the other enemies in the area aren't so much of a
problem.
The only problem with this is they constantly slide back each hit, so in an
open area the shotgun damage will get less damaging. It's best to use this
strategy when you have them in a narrow area.
--> EXCELLA <--
These guys are odd. The Mask prevents them from being stunned by her flash
grenades, so the only other thing you can do is spam it to death with M93R
fire. Unlike every other boss, she will only do her Arm Melees on a kneeling
Giant Majini.
___ _ _ _ ___
/ __|__ _| |_| (_)_ _ __ _ / __|_ _ _ _
| (_ / _` | _| | | ' \/ _` | | (_ | || | ' \
\___\__,_|\__|_|_|_||_\__, | \___|\_,_|_||_|
|___/
__ __ _ _ _
| \/ |__ _ (_|_)_ _ (_)
| |\/| / _` || | | ' \| |
|_| |_\__,_|/ |_|_||_|_|...............................................[SUB06]
|__/
This guy appears in The Mercenaries Reunion stage Missile Area and Ship Deck.
Like J.J from RE4, this guy carries a Gatling gun and he means business.
Unlike the RE4/RE5 conversion of Dr. Salvador, this guy is actually much
tougher than his comrade. This time he carries an ammo pack on his back, ruling
out any effective strategies from behind unless you somehow manage to hit his
legs, which in itself is hard to do because the of the size of the ammo pack.
He also will try to flush you out of cover by throwing grenades.
Like the Base Majini, he will normally taunt after getting a hit on you from
his up close gun swing or Gatling gun fire, so this is a perfect opportunity to
smack him around a bit with a Magnum. The unique thing with this sub boss is
that if you manage to get him stunned where he'll crouch on the ground or hold
his head, every melee is a tag team melee no matter the character.
There are two versions, a Yellow and Red. The Red one has more health. Missile
Area Order goes: Yellow, Yellow, Red.
--> CHARACTER STRATEGIES: HEAVY METAL CHRIS <--
Once again, it's the bread and butter way of handling pretty much any boss:
Grenade > Gatling Gun fire> Melee > repeat. There is one plus though, and
that's in his backpack. HM can't take damage from the Gatling Gun Majini's fire
as long as he's facing away.
--> WARRIOR CHRIS <--
If you use just the shotgun, you wont get the chance to set up Tag Team Melees.
For this guy its best just to use and Hand Grenades on hand.
--> BUSINESS SHEVA <--
MELEE KILL (YELLOW): 1 Lightning Hawk shot to body > 2 Lightning Hawk shot to
leg > Spinning Back Kick.
MELEE KILL (RED): 2 Lightning Hawk shot to body > 3 Lightning Hawk shot to leg
> Spinning Back Kick.
--> FAIRYTALE SHEVA <--
MELEE KILL (YELLOW): 2 M500 shots anywhere > Spinning Back Kick
MELEE KILL (RED): 3 M500 shots to leg > Spinning Back Kick
--> BARRY <--
MELEE KILL (YELLOW): 3 M29 shots to body > Hurricane
MELEE KILL (RED): 4 M29 shots to body > Hurricane
--> REBECCA <--
If you use just the shotgun, you wont get the chance to set up Tag Team Melees.
For this guy its best just to use and Hand Grenades on hand.
--> JOSH <--
If you use just the shotgun, you wont get the chance to set up Tag Team Melees.
For this guy its best just to use and Hand Grenades on hand.
--> EXCELLA <--
I'm going to be straight up honest: I hardly ever play Excella on Missile Area
or Ship Deck, so the only thing I can tell you is spam M93R fire until you
think a Disco Spin will be enough to kill him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=SECTION XI=
___ _ _ __ __
| _ \ |__ _ __ _ __ _ ___ __ _ _ _ __| | | \/ |___ _ _ ___
| _/ / _` / _` / _` (_-< / _` | ' \/ _` | | |\/| / _ \ '_/ -_)
|_| |_\__,_\__, \__,_/__/ \__,_|_||_\__,_| |_| |_\___/_| \___|
|___/ [PLA00]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...................................................................INFO [PLA01]
.--------------------------------------------------------------------------.
| Adjule | Cephalo | Bui Kichwa | Kipepeo | Duvalia | Licker Beta | Reaper |
|==========================================================================|
| TM | PA | PA | VL | PA | EF | TM |
.--------|---------|------------|---------|---------|-------------.--------.
| TM | VL | AR | VL |
|---------|------------|---------|---------|
| VL | AR | | AR |
|---------|------------. |---------|
| AR | | EF |
|---------| |---------|
| EF | | SD |
|---------| |---------|
| MA | | PS |
|---------| .---------.
| SD |
|---------|
| PS |
.---------.
The Las Plagas in RE5 is more advanced than in RE4. There's your regular
tentacle spawns, but now there are a few new additions: You have spider and bat
like things, and an 'impenetrable' flower bulb like thing. Although they can
now spawn in the day unlike the last game, they all suffer the same weakness:
Extreme light from Flash Grenades. Is it worth it to try to melee kill it? No!
These are the most annoying enemies, and need to die as soon as possible
(except for The Reaper).
_ _ _ _
/_\ __| |(_)_ _| |___
/ _ \/ _` || | || | / -_)
/_/ \_\__,_|/ |\_,_|_\___|..............................................[PLA02]
\__|
These things are Satan. They're basically dogs, and are VERY annoying due to
their speed, small size, and jumping attack from behind. If you see one of
these guys, KILL IT RIGHT THEN! They will cause a lot of frustration if you
don't handle it right away.
After a while, the Adjule's upper body will split in half and reveal the plagas
inside. He gains 2 new attacks other than the jump on you and bite (which is
almost impossible to see coming): One is a tentacle stab that's pretty weak but
stunning, and the second....is the most damaging attack in the entire game
(that isn't instant death) and WILL piss you off once you get caught in it. It
will jump on you and try to maul you. You can escape it, but the pure damage it
can do in a very short time it very high. If your health is about 50%, you
won't escape it in time before you die. You ALWAYS want to have full health
once an infected Adjule shows, just in case. A single flash grenade will kill
it in this state.
___ _ _
/ __|___ _ __| |_ __ _| |___
| (__/ -_) '_ \ ' \/ _` | / _ \
\___\___| .__/_||_\__,_|_\___/.........................................[PLA03]
|_|
The most common plagas type in the game. They appear on every stage in Reunion.
These tentacle plagas sprout from the head, and they will swipe at you
randomly. The swipe can sometimes be random on how aggressive it is. I've had
times where they'll only hit me once one minute, then the next they'll
continually swipe at me putting me in a infinite loop on stun animations I
can't escape from. They also have an attack where they will slam themselves in
the ground. It works in the same manner as the Wetland's jump and impale
attack, but it's very slow in coming out. You actually have to stand in front
of them for a bit before they do it.
Like I mentioned earlier, the best way to prevent from showing up is to do a
melee from behind whenever a Majini is in 'leg stun' mode. Only with Barry will
this not work. Even though it can kill, it won't prevent the cephalo from
showing up.
The worst thing about them is: If you go around and ask any hardcore
mercenaries player about the top reasons they lose a combo, I bet you these
guys will be in the top 3. They tend to appear randomly and will screw you over
big time. Since it doesn't count as a kill on the majini if he sprouts one, you
basically have to kill him twice for it to count. Magnum users can kill it in
one shot if they aim right, but anyone else will have to work a bit to kill it.
___ _ _ ___ _
| _ )_ _(_) | |/ (_)__| |___ __ ____ _
| _ \ || | | | ' <| / _| ' \ V V / _` |
|___/\_,_|_| |_|\_\_\__|_||_\_/\_/\__,_|................................[PLA04]
Spiders as I tend to call them, Bui Kichwas are just little creatures that
sprout from the ground. They don't spawn from other enemies, takes only one hit
to kill, and are very weak when they do attack. These guys are a dream to
handle, right?
Well...kinda, sorta, maybe. The attack they do have is a grab that you can't
escape from until they jump off on their own, or if you get hit. Although weak,
if one of these suckers gets you early in solo mercenaries play and you can't
get a majini to hit you, that's a ruined run right there because the grab
animation is VERY long. Other than that these guys shouldn't give you any major
problems. They easily give themselves away when they're about to attack, and as
long as you NEVER turn your back on them they're not hard to handle.
_ ___
| |/ (_)_ __ ___ _ __ ___ ___
| ' <| | '_ \/ -_) '_ \/ -_) _ \
|_|\_\_| .__/\___| .__/\___\___/........................................[PLA05]
|_| |_|
Now we start to get to the more interesting plagas. Basically these are bat
look-a-likes that have a tentacle hanging from them which has their only
attack. They'll hover over you and attempt to pull your head off/suck out your
brain. Who knows right? The thing with this is if you don't hurry and shake it
off, how fast it can damage you is almost as bad as the Adjule's grapple attack
when it reveals its plagas. Luckily Capcom gave us a break and made it relative
easy to escape from.
In The Mercenaries/Mercenaries Reunion whenever you kill an majini housing on
of these, it still counts as a kill on that majini unlike a cephalo spawn.
___ _ _
| \ _ ___ ____ _| (_)__ _
| |) | || \ V / _` | | / _` |
|___/ \_,_|\_/\__,_|_|_\__,_|...........................................[PLA06]
Out of all of the plagas parasites that spawn from majini, these guys are
definitely the hardest to deal with. Why? Try shooting the shell with any
weapon that isn't an explosive. Go ahead, I'll wait...
That's right, that huge flower bulb section is completely invincible to any
bullet no matter if it's a magnum or not. Prepare to bite it (which it does
have a bite attack that puts you in dying instantly, never get close to it) if
you try to shoot that area.
Not all hope is lost though...
See the legs? Completely uncovered and vulnerable. Shoot that area with a
strong weapon. If you use a magnum on it, it will crouch in pain and reveal the
inside of the bulb which is a glaring weakpoint just waiting to be shot.
If you've been saving your flash grenades, now is the time to use it if a
Duvalia shows.
_ _ _ ___ _
| | (_)__| |_____ _ _ | _ ) ___| |_ __ _
| |__| / _| / / -_) '_| | _ \/ -_) _/ _` |
|____|_\__|_\_\___|_| |___/\___|\__\__,_|.............................[PLA07]
Police Interrogation room, Resident Evil 2...I still get shivers from it
Sadly, the RE5 versions aren't nearly as scary as their RE2 counterparts. They
still have the dreaded tongue attack that's a grab escape move now, plus a few
variations of a pounce/claw attack. As if they weren't tough enough, one of the
pounce attacks is an instant kill without partner help. You're going to have to
work to beat these guys.
First off for Excella players, if you have the grenade launcher on you, Acid
rounds are their worst enemy. It may not damage them much, but it flips them on
their backs so you can finish them off with a 1 hit kill stab right into their
exposed hearts (and earn an achievement/trophy). If you're not Excella, it's
best to just go ahead and kill it with your power weapon. Heavy Metal Chris,
depending on where the Stun Rod hits, can kill it in either 2 hits or 3.
Method #2 for exposing its heart is really tricky to do. Lickers have a grab
where you can't escape from and will kill you, but the game gives you a command
prompt which gives you a short amount of time to defend it. If you can press
the button prompts fast enough (X+A/[]+/\), your character will do a melee
attack that pretty much knocks it on its ass. The thing that makes it tricky is
the fact the button prompt sometimes won't show if you're in a hectic battle,
so when lickers are around be sure you never turn your back on them for a
second (that seems to be a theme with a lot of enemies isn't it?)
___
| _ \___ __ _ _ __ ___ _ _ ___
| / -_) _` | '_ \/ -_) '_(_-<
|_|_\___\__,_| .__/\___|_| /__/.........................................[PLA08]
|_|
For new players, this is by far the toughest mini boss to kill. It takes
precision aiming to do damage to this guy since the armor he has only reveals
the reaper's weakspots in certain actions.
First thing's first: DON'T GET CLOSE TO IT AT ALL WHEN FACING IT (unless
stunned, I can't stress how important that is), the grab attack it has is
instant kill no matter what. No 'help' sign or anything, just an instant trip
to the "You Are Dead" screen. It also has a claw attack that does average
damage, but that won't be a problem if you stay away like a madman.
The easy way of owning this beast is with any type of explosive and a weapon
that can spread lead in a fast rate, more than likely a shotgun or machine
gun. If you manage to hit the reaper with an explosive, it should clinch up and
roll on the ground for a bit before rising up. When it does, spam as much
gunfire as possible on the now exposed weakspot. One hit will kill it in this
stage. The other obviously way is to shoot it normally in the white areas. I
don't recommend this at first because it takes some really precise aiming with
a magnum to do it quickly.
One thing about the grab attack is they won't do it if your back is facing
them, so.....do turn your back to them!
===============================================================================
=SECTION XII=
___________.__ .__ __ __ .___
\_ _____/|__| ____ _____ | | / \ / \___________ __| _/______
| __) | |/ \\__ \ | | \ \/\/ / _ \_ __ \/ __ |/ ___/
| \ | | | \/ __ \| |__ \ ( <_> ) | \/ /_/ |\___ \
\___ / |__|___| (____ /____/ \__/\ / \____/|__| \____ /____ >
\/ \/ \/ \/ \/ \/
===============================================================================
So, here it is, the revised reunion guide I always wanted to work on. Hopefully
it's much better and informative than the original version I had. I'll be
honest: there were times where I didn't want to continue on with this, but
everytime I DID work on it I got closer and closer to being done and I just
went ahead to the end.
This area is basically me just getting out my final rambles off my chest and to
give thanks.
SO, WHO IS THE BEST REUNION CHARACTER?
--------------------------------------
When I think 'best', I automatically think both SOLO and DUO, not one or the
other. There are characters like Heavy Metal Chris that are great in duo since
he can prevent a lot of sudden spawns, yet he's not great in solo since he
lacks speed and quick boss killing power.
If I HAD to choose, I would pick Josh followed about a step behind by Excella.
A Magnum may always beat out a shotgun at stunning a boss, but Josh other
attributes overshadows that. His melee attacks are very strong and hardly
requires prior damage, and his shotgun is basically a magnum with spread for
regular enemies. It also helps he has a Rocket Launcher which can instant kill
any boss. Excella's melees aren't quite as good and doesn't have the boss
killing power Josh has, but her 12 Flash Grenades stops Reunion's biggest
problem: sudden plagas spawns which can go a REALLY long way in Solo and Duo,
plus they also help at keeping a boss stunned until you are ready to kill him
within a combo.
Barry is also really good because of his magnum and the fact he has many
chances to do his hurricane. The only thing stopping him is he isn't great for
crowds and his melees are slower than Josh.
NORMAL VS REUNION
-----------------
So which one exactly is better?
- Combo is the biggest factor in a high score for Reunion.
- The mini-bosses of a stage have to be the last few kills to get a high score.
- In Normal Mercenaries, the enemy difficulty tends to stay the same throughout
the entire match (which is still pretty tough). In Reunion, after a certain
number of kills is obtained the enemy difficulty will rise significantly, and
will do anything in its power to stop you from keeping a combo.
- Tying in with the above note, enemies are different per stage. Big Man Majini
and Bui Kichwa appear on Public Assembly, Duvalias appear on Ship Deck, and
other things.
It all depends on what YOU think is more fun. I will say though reunion is FAR
more intense and harder than normal mercenaries. This also makes it a lot more
frustrating since EVERYTHING rides on a full combo + melee attacks + bosses. A
combo lost at 149 gets you a MUCH lower score than getting a full 150. Not only
do you have to worry about that, but you must also keep the bosses alive long
enough to kill them within the kill range where the last boss is kill number
150.
One advantage Reunion DOES have over Normal that makes me (note I said myself
and not anyone else) like it more is the characters are a lot better balanced.
One skim look through the Normal leaderboards, and it's clearly obvious if you
want a very high score you NEED Wesker. Take a skim look over the Reunion
leaderboards however, and you'll see that there is a lot more variety in
characters. Reunion's play style just gives the feeling you can dominate with
any character if you put the time into it.
So, when you want to decide which is better, ask yourself these questions:
Do you want better character balance? Reunion has that.
Do you not want to worry your ass off about the tiniest mistake costing you a
full combo and a much lower score? Normal is nowhere as strict on scores.
Are you a fan of Resident Evil 1? Normal Mercenaries has Jill and Wesker, who
are the two most popular and iconic characters in the ENTIRE Resident
Evil/Biohazard series.
Do you hate RE1 and/or you don't mind new characters? Reunion has Josh and
Excella who are some of the best characters in the game (but for RE1 haters it
has Chris, Barry and Rebecca :P).
WHY A GUIDE ON A SOON TO BE TWO YEAR OLD GAME, INCLUDING THE FACT WE HAVE
OTHERS?
-------
Well when I did my Gears of War 2 guide, I have had the thought of doing
another guide rattling around my head, but with Berserker Kev's EXTREMELY
detailed guides (3038K!) I put the idea on the backburner. With The 3DS games
around the corner, and Chris and Jill's appearance in Marvel vs. Capcom 3, I
thought it was about time to kick this sucker in gear in time for the 2 year
anniversary of RE5.
WHO SHOULD YOU THANK FOR THIS GUIDE?
-------------------
First is Berserker Kev for getting me into Mercenaries seriously. Without his
help I wouldn't be doing this period. Second is the crew over at
Biohazardmercenaries.com for posting various tips & tricks for any possible
newcomer to the mini-games.
Last but not least, to Gamefaqs, Network-Science.de (for the ASCII lettering)
and Capcom. Capcom for making such an addicting game, and to Gamefaqs for
hosting this FAQ.