Resident Evil 6

Resident Evil 6

209 ratings
Resident Evil 6 Basic and Advanced Mechanics
By Archon
After all the hours I've put into Resident Evil 6 and seeing many other players play the game, I've decided that it was finally time to make a Community Guide showing off all the mechanics in video demonstrations. Staying mobile and aware is essential to doing well in Resident Evil 6, especially when playing on No Hope.

These two videos will explain and show almost everything you need to know for playing Resident Evil 6 to its potential in both Campaign and Mercenaries.
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Controls Layout
Below are a couple diagrams showing the default layout for both controller and mouse and keyboard. Some actions, such as dodges, require a combination of inputs and will be detailed later in the guide.




Controller




Keyboard and Mouse



Basic Mechanics
To make the understanding of certain combos and actions easier, I've put togther a brief list of short-hand and what they correspond to in-game.




  • 1 - Two-hit Melee Combo

    (Hitting the fire input without aiming will cause the character to do a melee attack. Hitting the input again within a certain window will cause the character to do a second, different attack that will put an enemy into a second stage stun if possible. The first hit requires no stamina to execute and can be used to hit enemies that are already in a second stage stun to set them up for a heavy stun. The second hit always consumes a bar of stamina.)





  • 2 - Charge Attack

    (Once a character's sprint animation begins the player can hit the fire input to cause the character to do a shoulder charge (Male Characters) or a jumping kick (Female characters) The shoulder charge does moderate damage and sets enemies up for a second stage stun if it connects. The jumping kick does similar damage, but launches and flips the enemy around so that they land with their head facing towards the player. Both attacks consume a bar of stamina.)





  • 3 - Slide

    (Hitting the aim input while sprinting will cause the player to slide on their back. This move can be used both defensively to get away from enemies and navigate quickly under crawlspaces, or offensively to setup enemies for further attacks. The slide will second stage stun an enemy if it connects up until the part of the animation where the character fully loses their momentum. If the enemy is already in a second stage stun then the slide will enable a heavy stun. Firing during the slide will enable the player to immediately use dodge rolls and end all hit frames on the slide. The player can also reload while starting the slide animation. This action consumes a bar of stamina.)





  • 4 - Quick-Shot

    (When both the aim and fire inputs are tapped at the same time the character will use their equipped equipped weapon and automatically target the nearest enemy with a quick shot. The quick shot will second stage stun the target and can reset the stun animation on a target that is already heavy stunned. Certain weapons such as grenade launchers do not have a quick-shot and will operate normally. This action consumes a bar of stamina.)





  • 5 - Over the Shoulder Attack

    (Performing a melee while looking behind the character or when there is an enemy present behind the character will cause them to do an over the shoulder elbow bash (back kick for female characters). The bash will put the enemy into a hard stun, and the kick will launch the player so that they land with their head facing towards the player for a head stomp. The elbow bash/kick consumes a bar of stamina.)





  • Counters

    (During certain frames of an enemy's attack, a context prompt will appear on screen. If you hit the fire input during that time your character will perform a counterattack. What the counterattack will be is dependent on several factors such, as the enemy type, their attack, the weapon you have equipped and even the player's elevation. Some counterattacks have total invulnerability or instantly kill the enemy such as in the case of leaping Bloodshots. A few counterattacks do no damage and simply leave the player in a more favorable position to finish off the enemy.)





  • Dodging

    (Aiming and inputting a movement in a certain direction while hitting the sprint input will cause the player to dodge in the appropriate direction. Not inputting a direction while hitting the sprint input will cause the character to crouch in place.) If the aim input is held after dodging in a specific direction, the character will lay prone on their back until the input is released.)





  • Rolling

    (When prone, hitting a directional input will cause the player to roll in the corresponding direction (The character scurries backwards if the back input is pressed). On controller, slightly tilting the analog stick will instead cause the character to slowly move in that direction instead of rolling.)





  • Automatic Herb Mixing

    Activated by hitting both the reload and heal inputs on controller, or a single keybind on keyboard, the character automatically mixes the herbs the player has. Two green herbs create three tablets, one green herb and one red herb create six. A single red and green herb are always mixed first if present, otherwise all green herbs in the player's inventory will be mixed. If the player's tablet count is at its max (12) then no herbs will be mixed. You can go over the limit if you mix herbs that would go over the max of 12 when you mix them. For example: Mixing a red and green herb when you have 11 tablets would allow you to temporarily hold 17 tablets.)





    Melee Contexts


  • Standard Melee Context

    (A basic low damage attack that hits and launches targets in an AoE cone around the player. You have slight priority over enemy attacks during certain parts of the animation.)





  • Frontal Takedown

    (A basic attack that launches an enemy forward and generally kills them, possibly knocking over or flinching other enemies. You have complete invulnerability during the animation.)





  • Rear Takedown

    (A basic attack that can also knock over enemies depending on the character performing it. You have complete invulnerability during the animation.)





  • Coup De Grace

    (A devastating melee attack that will generally kill most enemies. You have complete invulnerability during the animation.)





    Stuns


  • First Stage Stun

    (Enemy flinches, interrupting their action. Enemies will generally attack immediately after being flinched)





  • Second Stage Stun

    (Enemy flinches for a longer time and can be hit with a Standard Melee context or Rear Takedown)





  • Heavy Stun

    (Enemy staggers and can be hit with a Coup De Grace or Rear Takedown.)





    Knockdowns


  • Headshot Knockdown

    (Shooting an enemy in the head that's running will knock them over, usually backwards.)





  • Knee Knockdown

    (Shooting an enemy in the knee that's running will make them fall, usually forwards.)





  • Quick-Shot Knockdown

    (Quick-shotting an enemy that's running can make them fall fowards or backwards.)



Intermediate Mechanics



  • Fast Stamina Recovery

    (You can recover stamina faster while lying prone or taking cover. The targeting animation of Jake's Hand-to-Hand will also have the same effect.)





  • Advanced Manual Herb Mixing

    (You can manually mix herbs during melee contexts and counters if you're quick. The game will always select your herbs when you open your inventory, so it's as simple as opening the menu and rapidly hitting the activate input. The UI will do the rest.)





  • Stagger Recovery

    (You can catch yourself while being knocked away by holding on the input for sprint. Keep in mind that sometimes it is better to allow yourself to just lie down depending on the situation.)





  • Rolling into Cover

    (You can go into cover while prone by simply facing an appropriate object and moving towards it.)





  • 180 Turn

    (You can quickly do a 180 by moving back and hitting the input for sprint.)





  • 180 Turn while Sliding

    (You can quickly do a 180 in the middle of a slide by moving back and continuing to hold down your aim input. The extra distance from reversing direction can be useful for getting around enemy attacks.)





  • Sliding down Ledges

    (You can dismount a ledge while sliding by continuing to hold down your aim input as you slide towards the edge.)





  • Dodge Cancelling

    (Dodge cancel by simply dodging after firing, this is most useful for weapons that produce a lot of recoil such as magnums and Piers' Anti Material Rifle.)





  • Roll Cancelling

    (Roll cancel is the same as dodge cancelling, except while prone.)





  • Aim Cancelling

    (Aim cancel by holding the input for aiming after performing an action. This is useful for opening doors slightly faster as well.)



  • Rapid Fire

    (You can rapid fire weapons such as the Anti-Material Rifle by switching to another weapon after firing and then back to it to cancel the recoil animation. You can similarly rapid fire shotguns and magnums by holding on the input for shooting and switching your view orientation back-and-forth.)





  • Quick Aiming

    (Quick aim by rotating the camera in a direction and then hitting the input for aim. This is also very useful for making sure you're facing the right way when doing a melee attack.)





  • Quick Knifing

    (You can do a repeated stabbing animation with the knife by quickly tapping back on the input for movement while firing. Once the first stab animation plays you can simply keep the aim and fire inputs held while continuing to tap the back input rather than timing the presses.)





  • Knife Lunge

    (You can lunge forward while using a knife by quickly tapping forward on the input for movement while firing. This attack has a good chance of setting up for a Rear Takedown. The lunge consumes a bar of stamina.)


Advanced Mechanics



  • 2>1>Heavy Stun

    (If you're having trouble avoiding the Standard Melee Context after the charge, try moving slightly to the side of the target while also moving the camera somewhat away to the left or right until the context disappears. Your regular melee should then be auto-aimed and hit the target.)





  • 4>1>Heavy Stun





  • 4>Headshot

    (The quick-shot will leave you with a good view of the target's head and allow you to quickly switch to a rifle or other power weapon of your choice to get a headshot or body shot. The quick-shot is best done with a weapon that has a fast animation, such as a pistol.)





  • 4>Dodge>Headshot

    (An excellent way of staying mobile and recovering stamina/getting a headshot. The quick-shot will cause the target to flinch in a predictable way that will allow you to line up their head with your aim.)





  • 5 - Auto

    (Simply melee while an enemy is close enough behind you and you'll automatically do an Over the Shoulder attack. Just make sure there are no enemies close by in front of you, or you'll target them with a regular melee.)





  • Slide Shot

    (Simply fire a shot while sliding. Firing while sliding will also allow you to immediately roll left or right.)





  • Knife Slide

    (You can also slide into an enemy and knife them as you approach. If you time your attack properly, you can even open up J'avo for a Frontal Takedown.)





  • Reverse Slide Dodge

    (You can use the 180 turn while sliding to get extra distance to avoid enemy attacks.)





  • Reload Cancel

    (Simply slide right after your weapon reloads, or even before it to cancel the animation. This is also the only way you can slide when out of stamina or after being revived.)







  • Sliding Without Consuming Stamina

    (Slide and immediately reload cancel before you hit the ground. If timed right, you will slide without consuming a bar of stamina. The downside is that this method of sliding does not allow you to dodge or control direction in the middle of it, though you can still do a reverse 180.)





  • Lockdown

    (You can kill two enemies with little trouble by putting one into a Heavy Stun and then dispatching another. After which you can finish off the first enemy that you stunned.)



  • Context Melee>Weapon Switch

    (You can cut down a bit on recovery frames between weapon swaps by queuing up a different weapon while doing a melee animation.)





  • Counter Aiming

    (You can use this technique to make sure you're facing an enemy when they launch an attack, and thus be guaranteed a counter prompt. Aim the camera at the enemy and draw your weapon to face them, then put it away as quickly as you can when you see an attack coming.)





  • Parkour Avoidance

    (You can avoid the parkour sensitivity by making sure to keep your aim neutral and your movement inputs away from any object that has a parkour context.)





  • Stamina Management - J'avo

    (Go into a prone state and shoot a J'avo until they flinch and then take your time to line up a headshot. By the time this is over, you'll have regained at least a bar of stamina.)





  • Stamina Management - Zombies

    (Circle around a zombie you think will attack soon without sprinting and wait to get a counter prompt. During the time you were waiting for the attack, you'll have recovered a bit of stamina.)



Combat Overview
A guide detailing the process of utilizing the combat system in an efficient, stylish way.




Combos 1


  • 1>Standard Melee Context

  • 2>Standard Melee Context

  • 3>Standard Melee Context

  • 4>Standard Melee Context





    Combos 2


  • 1>Standard Melee Context>Body Stomp

  • 1>Standard Melee Context>Head Stomp

  • 2>Standard Melee Context>Body Stomp

  • 2>Standard Melee Context>Head Stomp

  • 3>Standard Melee Context>Body Stomp

  • 3>Standard Melee Context>Head Stomp

  • 4>Standard Melee Context>Body Stomp

  • 4>Standard Melee Context>Head Stomp





    Combos 3


  • 1>3>Coup De Grace

  • 2>2>Coup De Grace

  • 2>3>Coup De Grace

  • 3>2>Coup De Grace

  • 3>3>Coup De Grace

  • 4>2>Coup De Grace

  • 4>3>Coup De Grace

  • 5>Coup De Grace

  • Heavy Stun>Rear Takedown



Character Guides

Jake Muller



Overview


  • 1 - Standard Melee Context

    (This is Jake's basic two-hit combo followed by a context. I would suggest never using this over his hand to hand abilities. Even the melee context is unsafe, makes Jake a bigger target, and comes out slowly.)





  • 2 - Knee Cannon

    (This is Jake's equivalent of the male shoulder tackle (or female jump kick) which is performed by sprinting and then hitting the fire input. Unlike the female kick it sets most fodder enemies up for a light stun. It's particularly effective when combined with his hand to hand ability. Simply knee cannon an enemy and then switch to hand to hand to deliver a quick jab and set them up for a hard stun.)





  • Frontal Takedown

    (Pretty self-explanatory, it's not the best takedown in the game, but it's definitely not the worst and has decent AoE.)





  • Rear Takedown

    (One of the slower takedowns to execute, but has some good AoE. I would suggest prioritizing the frontal takedown over this when possible in Mercenaries due to the former's faster animation.)





  • Coup De Grace

    (This is Jake's version of Wesker's 'Windfall'. Comes out fast and has a slight AoE cone in front of it which you can use to catch more than one enemy at a time if you time it right.)





  • Counter

    (One of the game's better counters. It makes Jake a smaller target and comes out fast. It also lines Jake up with the enemy when executed so it's unlikely to miss compared to some other counters.)





  • Cobra Strike

    (Jake's opener move when his hand to hand stance is "charged" Once you start charging the attack it will lock on to the nearest enemy in front of Jake. You can change targets with the movement input. If you are at a distance then Jake will run towards the enemy. During this you can dodge side-to-side with movement inputs, or use the stance dodge inputs to cancel out and go into charge stance again. You don't need to charge the stance again after inputting the stance dodge to perform a Cobra Strike. You can also manually mix herbs by bringing up the inventory screen while Jake is running, so long as you keep the aim input held. Once Jake starts running he cannot change targets. The only way to do so is to use a stance dodge to cancel out the run back into his charge stance. Jake's running animation can be stopped at any time by simply letting go of the aim key.

    The Cobra Strike requires no stamina to execute and is an excellent way to maintain your stamina while using hand to hand quickshots to keep enemies locked down. Both the Cobra Strike and hand to hand quickshot can break the Napad's armor.

    When a Cobra Strike connects with an enemy there is a chance it will launch them straight into the air instead of away from Jake. If you time it right you can follow up with the quickshots from Jake's hand to hand to juggle the enemy ending with Jake's jumping hand strike.

    If the enemy is launched away from Jake you can still hit them with his jumping hand strike. Make sure to wait until the launched enemy has come to a relative stop before performing this action via the quickshot input. If timed right you will likely hit the enemy in the head and deal considerable damage. Never use this quickshot on zombies in Mercenaries unless you're behind or to their sides, or you risk being grabbed.)



  • Stance Dodges



  • Stance Dodge Cancelling



  • Charge Dodges



Jake Muller (Part 2)
  • Hand to Hand Three Hit Combo

    (One of the quickest ways to get an enemy into a hard stun without having to do more technical actions like chaining slides into each other. When hand to hand is equipped tapping the fire input while holding aim will cause Jake to do a quick series of jabs. The first hit flinches the target or puts it into a hard stun if it's already in a light stun. The second puts them into a light stun, and the third can also put a target into a light sun, or a hard stun if it connects with an enemy that has already been light stunned. I would not suggest going for the full three hit combo unless you're sure you have the time to do it without being blindsided by an enemy.

    An alternate method is to do the first two jabs, and then do the first jab again by waiting out the input. Remember that the any one of the jabs can put an enemy into a hard stun if they've already been light stunned. This means you can setup an enemy with a quickshot and then switch to hand to hand and give them a quick jab. This is quicker than following up with a slide and saves you a bar of stamina. This can also be done as a follow-up to Jake's Knee Cannon.)





  • Hand to Hand Dodges





  • Rising Kick

    (This move is performed under two conditions: You target an enemy with sufficient elevation above Jake when using his charge stance or quickshot, or you target a downed enemy with his charge stance. This is a devastating attack with a wide AoE cone in front and can demolish and launch enemies stacked together on stairs. The main downside is the very long recovery frames. Also, unlike the Cobra Strike, the Rising Kick will always consume a bar of stamina even if used as the opening move of Jake's charge stance run. I would not suggest using this on prone zombies unless approaching from behind or to the sides.)





  • Quickshot Combo

    (Jake's most devastating combo is his own version of Panther Fang chaining into a Ghost Butterfly and finally a Jumping Strike or a leg sweep depending on the state and distance of the enemies around him. The first hand to hand quickshot will always go to the first target directly in front of Jake or whichever target is nearest if there are none in front.

    The Panther Fang will always launch an target (with the obvious exceptions for certain mutations) and allow the player to, with proper timing, fully combo a single enemy with the rest of Jake's quickshots. If there are any targets within the vicinity of the first it will strike every other target within range until they are dead or Jake has gone through all the animations of his quickshot. I would suggest not doing the full combo every single time and instead mix it up with stance dodges to get your stamina back and also utilize the Cobra Strike.)





  • Jumping Strike

    (This move is activated when an prone enemy is near Jake or you target an Noga-Oklop (Armored leg J'avo) with a quickshot right after they do their drop kick. Jake will proceed to deliver a chop to the target with headshots obviously being the most damaging. Would not suggest using this because of the somewhat long recovery frames.)





  • Throw

    (A rather technical, but extremely useful move when utilized correctly. Jake picks up a downed enemy by their legs and throws them in the direction of the nearest enemy. If the flung enemy collides with another enemy it will knock that enemy down as well. The enemy that Jake throws has constant hit frames while airborne and can hit an infinite number of enemies. With proper awareness and timing you can knock away enemies clustered together. It can even be used to throw enemies into a Telo-Eksplozija (Exploding J'avo) and cause the latter to explode, potentially multiplying the amount of casualties. This move has a very long animation and can be used defensively as well to dodge attacks.)





  • Prone Kick

    (One of the best moves in Jake's hand to hand skillset. It may seem underwhelming at first until you realize the prone kick can be used to hard stun an enemy after sliding into them. Every kick will also reset the stun and it is able to reset the stun on a Strelats as well. Furthermore, you can use it stunlock an enemy to death via the shoulder switching technique. As soon as you hear the kick land, switch your view. This will reset the animation and let Jake immediately perform another kick. Just remember that every time you shoulder switch and reset the animation Jake is moved a bit to the side, so make sure to maintain his angle accordingly.)



Enemies

Zombies
Zombies are arguably the easier of the two enemy factions you'll be facing in the game. Slow and relatively weak aside from the special variants, their only really noteworthy trait in a fight is their numbers.





Zombie


Attack
Damage
Can Be Countered
Can Be Flash Banged
Weak Spot
Can Be Killed with Environment
Can Be Heavy Stunned
Can Perform Cinematic Kill
Swing
Low
Yes
Yes
Head and legs
Yes
Yes
Yes
Two-Hit Swing
Low to moderate
Yes
Leap
Low to high
Yes
Grab 1
Low
Yes
Grab 2
Low to high
Yes
Walking Grab
Low to high
No
Prone Swing
Low
No
Prone Grab
Low to high
No



Tactics

Generally not much of a threat unless leaping or grabbing, attacks are slow and relatively easy to counter. One shot in the head or arm (two for Campaign) will set them up for a takedown. Note that only the second shot needs to hit the head or limb to set them up. The first shot can be anywhere on the body. Be wary of when they walk with their arms out as any contact with them will cause you to enter a grapple sequence, this includes any of the generic player charge attacks. Setting them up with a slide is a far safer method especially if they are a long distance away which generally causes this behavior to trigger. Jake cannot be grabbed by them when using his Cobra Strike. A trait unique to Mercenaries is that they will almost always start the match with their arms stretched, so it is not advised to charge them at the beginning of a match. This behavior is less prevelent in the middle and late stages of a round.







Shrieker

Attack
Damage
Can Be Countered
Can Be Flash Banged
Weak Spot
Can Be Killed With Environment
Can Be Heavy Stunned
Can Perform Cinematic Kill
Swing
Low
Yes
Yes
Throat When Filled
No
No
Yes
Scream
Low
No



Tactics

On their own, they are not much of a threat, but when paired with other enemies they can stunlock the player and allow for follow-up attacks from other enemies. Their scream will generally frenzy other zombies to leap at the player once they are out of the stunlock. They are resistant to gunfire unless shot with a magnum or similar high caliber weapon. They can be instantly killed when their lungs are filled with air. There are four ways to do this: Waiting for them to start filling their lungs. Using a flash grenade to instantly cause their lungs to be filled. Cause enough damage with the knife to cause their lungs to be filled. Finally you can use the female running kick or over-the-shoulder kick to knock them down. Their death scream will cause any regular zombies' heads to explode.

Zombies (Part 2)




Bloodshot

Attack
Damage
Can Be Countered
Can Be Flash Banged
Weak Spot
Can Be Killed With Environment
Can Be Heavy Stunned
Can Perform Cinematic Kill
Uppercut
Moderate
Yes
Yes
Chest and Knees
No
Yes
Yes
Leap
High
Yes
Prone Swing
Low
Prone Grab
Low to high



Tactics

Resistant to low caliber fire and basic melee attacks, the Bloodshot is one of the more durable undead in the game. Their leaping attack, while slow to wind up, is extremely damaging, but has a large counter radius and window. Be warned as they will sometimes not do their wind up animation and simply leap at the player. This variant of the leap is most commonly done after they miss with an uppercut. Their other attack is an uppercut which is also slow to wind up and can be countered. Countering their leap is generally an instant kill, and countering their uppercut will allow for a heavy stun and deal AoE damage around the Bloodshot. Their legs and chest are weak spots. Shooting the former enough times will cause them to kneel for a heavy stun and is the recommended way of dealing with them outside of counters. The chest is best to quick knife if possible. A riskier option is to slide with the knife equipped and slash as you pass by their legs







Zombie Dog

Attack
Damage
Can Be Countered
Can Be Flash Banged
Weak Spot
Can Be Killed With Environment
Can Be Heavy Stunned
Can Perform Cinematic Kill
Leap
Low to high
Yes
No
None
No
No
Yes



Tactics

Fast and relatively durable, dogs are capable of moving into a player's blind spot quickly if one does not pay attention to them. Their leap is one of the hardest to counter in the game, but will instantly kill them. One of the best ways to counter the leap is to pay attention to the dog's behavior. It will bark once, pause and then bark two more times before charging the player until it is close enough to leap. It may also sometimes do a fake-out dodge and then immediately leap if too close to the player. Flash bangs are next to worthless, as they do not set them up for melee attacks and merely disorient the dog for a quick moment.







Whopper

Attack
Damage
Can Be Countered
Can Be Flash Banged
Weak Spot
Can Be Killed With Environment
Can Be Heavy Stunned
Can Perform Cinematic Kill
Swing
High
Yes
Yes
Head and legs
No
Yes
Yes
Grab
Low to high
Yes
Charge
High
No



Tactics

The most durable of any undead in the game, this is their biggest strength and offsets their slow movement and attacks. The best way to handle them is with high caliber weapons and utilizing the view switching technique to rapid fire when appropriate. Alternatively, one can empty a couple rounds into their legs, or counter their arm swing to set them up for a heavy stun. The time they spend charging is random and they have difficulty making sharp turns.




(J'avo)
J'avo are the enemy faction with the most variety in the game. Able to mutate when damaged into more specialized forms. The mutation depends on what part of the body is damaged and some J'avo will not mutate at all.







J'avo - Knife/Machete


Can be Context Killed: Yes

Can be Killed with Environmental Context: Yes

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes

Can be Countered: Yes

Can be Flash Banged: Yes


Tactics

The standard mutant of Resident Evil 6, they have several attack variations that can all be countered. They will also occasionally try to grab and restrain the player to allow other enemies a free hit. The Edonia variant are the least dangerous due to their lack of the martial display that their Chinese counterparts have, instead only possessing a heavily telegraphed charge attack. The Neo Umbrella J'avo have a similar charge attack.








J'avo - SMG

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: Yes

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes

Can be Countered:Yes

Can be Flash Banged: Yes


Tactics

Your standard J'avo, only this time with an SMG. The tactics for them vary a bit from their melee variant. These enemies have two ways of firing their guns, either straight at the player, or spraying and praying. The amount of time they spend firing before they stop or reload is randomized, so keep that in mind. At close range they have a gun butt that comes out relatively fast, but can be countered. If they sprint up towards the player, chances are they will follow up with this attack. When approaching them head-on, it's best to wait until they are about to fire and then slide under the bullets. You can also run a loose 180 around them as they shoot to avoid their fire.








J'avo - LMG

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: Yes

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can be Countered: Yes

Can be Flash Banged: Yes


Tactics

The standard J'avo equipped with an LMG. This variant is extremely deadly on the higher difficulties, able to lay down a wall of bullets that can stunlock a player to death. Even at range their aim is surprisingly accurate, thanks to the tight spread on their bullets. Prioritize these enemies alongside RPG J'avo. The rule of thumb when engaging them is to not allow them to get a lead on you. One reliable way of getting into melee range with them is to charge them at mid range and run a loose 180 clockwise or counter-clockwise. They will not be able to turn fast enough while firing to hit you if done right.








J'avo - Sniper Rifle

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: Yes

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can be Countered: Yes

Can be Flash Banged: Yes


Tactics

The standard J'avo equipped with an sniper rifle. Generally not much of a threat on their own due to relatively low accuracy and large windows in between their shots. However, when in a group, they should become a priority target or you will soon find yourself blind sided by their shots. They have two behaviors when attacking and a noteworthy trait. The first behavior is where the sniper will train their laser sight on the player's last position and then fire. The other behavior will cause the sniper to keep a lead on the player and eventually fire a shot with a relatively 50/50 chance of hitting. They will sometimes time their shots to coincide with the ending of a player's I-frames. Your best bet for not getting hit is to constantly dodge until you can get into the appropriate range to dispatch them.








J'avo - RPG

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: Yes

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can be Countered: Yes

Can be Flash Banged: Yes


Tactics


The standard J'avo equipped with an RPG. Easily the most dangerous of all the standard J'avo because of the large AoE on the rocket's explosion. Prioritize these over all other enemies in any given encounter. They're slow to line up their shots, but can quickly end a player if not properly handled. Of note is that their rockets can be blown up mid-flight to hopefully kill them in the process.








J'avo - Glava-Sluz

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes. If the player has been "cocooned"

Can be Countered: Yes

Can be Flash Banged: No


Tactics


These enemies are durable, moderately fast, and can catch the player off-guard in a heated fight with their silk spray, which roots the player in place for other enemies. It can be countered when they are spraying silk for an instant kill. Their other attack dispenses an acidic substance onto the floor directly in front of them, and is the least dangerous of their two attacks because of its extremely small AoE, but can deal significant damage if it hits. They will generally follow up their silk spray with this if they manage to cocoon the player. The smaller head is a weak spot that briefly enables a Coup De Grace when shot and is the ideal way to handle them outside of explosives.







J'avo (Part 2)
J'avo - Glava-Smech

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can be Countered: Yes

Can be Flash Banged: No


Tactics

Another mutation that is fairly helpless on its own, but becomes a high threat when paired with other enemies. The Glava-Smech is unique in that it is one of the few enemies in the game that will attack irrespective of whether a player is in the middle of their I-frames or not on lower difficulties/ This is also what makes them extremely dangerous. Their charge is slow to wind up, but has the ability to make sharp turns and deals massive damage if it connects. If the player is not immediately put into dying when chewed, they will have the chance to perform a breakout QTE. The charge can also be countered, but this is strongly advised against because of the timing and poor connection rate of the counter. The ideal way to dispatch them is by shooting the glowing, orange center with pistol round to stun them into a Coup. Always make sure you are not near them when doing this, they have a tendency to sometimes explode when shot in their weak spot. The easiest way to be cued in on this is if they are not reacting to shots with a stun. There is also a bug that causes them to randomly explode after their bodies have already disintegrated, so be warned.








J'avo - Glava-Begunats

Can Be Context Attacked: Yes (When Flash Banged)

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes

Can be Countered: Yes

Can be Flash Banged: Yes


Tactics

This mutation will charge the player while flailing with either a blade, SMG, or Srp arm (if it mutates as well), which can also hit and hurt other enemies. Keep a wide distance from them and try to circle around and behind, the counter AoE is rather generous, so this is the best way to minimize risk when trying to counter them. The SMG variant will also fire wildly while flailing.








J'avo - Glava-Dim

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can be Countered: No


Tactics

This mutation has only one attack which is to launch a spore that explodes into a red cloud to impair vision and cause the player to cough thereby interrupting their animation. Being hit with the spore directly while in the dying status will result in death.








J'avo - Ruka-Bedem

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes

Can be Countered: Yes


Tactics

When engaging this mutation the fastest way to dispatch it is to give it a quick smack from the first hit of a character's two-hit combo. Proximity and length of the weapon the character is using when meleeing are a factor in whether or not the Bedem will be setup for a coup de grace. This can also be done when they are charging at the player if timed right. If taking one head-on that is wielding a gun it is best to run a loose 180 degree to either side of the Bedem. This will prevent its gun from being able to track the player.








J'avo - Ruka-Srp

Can Be Context Attacked: Yes

Can be Killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: Yes

Can Be Countered: Yes


Tactics

One of the heaviest hitters in the J'avo lineup. Your best bet for quickly dispatching them is to shoot them in head. With lighter caliber weapons this will make them recoil briefly to allow the player to deliver a coup de grace. You can also do the regular quickshot+slide combo to stun them, or slide into their arm at an angle to hit them rapidly twice.

A somewhat more risky strategy involves hitting them with the first hit of the player's two-hit melee combo. Note that this doesn't always set them up as they will sometimes shrug off the hit. Rule of thumb is to look for the animation that plays when they are shot in the head with a pistol. If no such animation plays then is is advised to back off. One good hit from their scythe can put a player into dying on No Hope. They will always telegraph this strike and it can even be countered for an unique kill. Make sure to watch out for their running swing. You can recoginize it when they crouch down and scream before running towards the player and flailing. They have a weaker, but much faster attack when the player is behind them where they quickly strike behind them while turning around.








J'avo - Ruka-Khvatanje

Can Be Context Attacked: Yes

Can be killed with Environmental Context: No

Can be Heavy Stunned: Yes

Can Context Kill Player in Dying: No

Can Be Countered: Yes


Tactics

These should be a high priority target in a fight. They have range, can grab from behind cover, will wind up regardless of what animation state the player is in, and can one shot into dying on No Hope. If left unattended they can easily blindside the player while they are distracted with other enemies. The best way to keep track of them off-screen is to listen for their distinctive breathing followed by the sound of them readying their arm. There are only two ways avoid being grabbed by the arm once they launch it. Either by rolling towards them inside the arm's blind spot, or hiding around a corner or large obstacle which will cause the arm to bounce off said object.

They are a significant threat up close, as the arm not only does a lot of damage when they jab with it, but also stuns the player for a sizable amount of time when it's being reeled back in despite doing no damage. This jab can be countered and allow the player to throw the Khvatanje onto the floor if timed right. It also counts as a linked animation so the player is invulnerable during it.

The best way to deal with them is to shoot them in the head or give them a quick smack from the first half of a characters two-hit melee combo. This will cause them to recoil and briefly open for a coup de grace.





J'avo (Part 3)
J'avo - Noga-Trchanje

Can Be Context Attacked: Yes

Can Be Killed with Environmental Context: No

Can be Heavy Stunned: Only with Flash Grenade

Can Context Kill Player in Dying: No

Can Be Countered: Yes


Tactics

One of the more straight-forward enemies in the game. A single stomp will kill them on any difficulty. The recommended tactic is to counter their jump and then stomp them, or simply shoot them in the head with a scoped weapon.








J'avo - Noga-Let

Can Be Context Attacked: Yes

Can Be Killed with Environmental Context: No

Can Be Heavy Stunned: Only with Flash grenade or after missing a strafing attack.

Can Context Kill Player in Dying: Yes

Can Be Countered: Yes


Tactics

The most efficient way to deal with these is to simply shoot them to death, preferably in the head with a scoped weapon. If there are multiples then your best bet is to use a grenade of some sort. Flash and regular grenades work best as both will ultimately knock them out of the air. Also keep a lookout for their strafing run. It can do significant damage if it lands. However if the J'avo misses it will likely end up heavily stunned and open for a coup de grace if it is close enough to the ground. Alternatively you can try a more risky approach by countering them in the middle of the their strafing run. This will cause them to be pulled down to the ground where they can then be finished off with a context command or stomp.








J'avo - Noga-Skakanje

Can Be Context Attacked: Yes

Can be killed with environmental context: No

Can be heavy stunned: Yes

Can Context Kill Player in Dying: Yes. Only when wielding a knife or machete.

Can Be Countered: Yes


Tactics

Extremely dangerous if left alive. They can jump great distances and have a powerful pair of kick attacks that deal heavy damage. The main method of dispatching them should be to slide into their legs and then 180. This will give you a perfect view of the glowing weak spot under their thorax. You will only need to fire several shots into it at most. If ammo is an issue, one can forgo the 180 slide and instead get up and quickly stomp their head. Countering their rear kick is not recommended because of the lack of safe area if you miss the counter.








J'avo - Noga-Oklop

Can Be Context Attacked: Yes

Can be killed with environmental context: No

Can be heavy stunned: Yes

Can Context Kill Player in Dying: Yes

Can Be Countered: Yes


Tactics

Another high-priority target simply for their jumping scissor kick. This is their most common attack and will almost always be done when making a running start at the player. If the kick misses it will usually be followed up by a standard slash (if the J'avo has a knife). They have one other attack that is a standing roundhouse. However this is rarely used. They can be set up for a coup de grace by quickshotting and then headshotting them or with a flash grenade.








J'avo - Telo-Eksplozija

Can Be Context Attacked: Yes

Can be killed with environmental context: Yes

Can be heavy stunned: No

Can Context Kill Player in Dying: Yes. Only when player is standing.

Can Be Countered: No


Tactics

Slow, but with an attack that is arguably one of the most damaging in the game. The main threat they pose is when grouped with other enemies that can distract or stunlock the player. This is also true if more than one are in close proximity as the explosion from the first will cause a chain reaction that launches another as a sort of unintentional grenade.There are three methods of detonating them. The first is to simply be near one for a given period of time. The second ito damage them enough to start their countdown, and the third is to use a weapon or Jake's hand-to-hand to launch them. The first method is the easiest and it is generally reccommended to attack at range and aim for their legs. The main body can also be shot to detonate them, but is noticeably more resilent against weapons fire other than thing that can launch them. Another relatively safe way to dispatch them is to get them near a ledge. Whether above or below them the player can pull or push them to the ground for an instant kill with no fear of detonation. Lastly, you can stab a stumbling Eksplozija with the bayonet rifle for a safe kill in Mercenaries. These enemies are just as much a threat to other enemies as they are to the player and can be launched into a group for crowd control.








Telo-Krljusht

Can Be Context Attacked: Yes

Can be killed with environmental context: No

Can be heavy stunned: Yes

Can Context Kill Player in Dying: Yes

Can Be Countered: Yes


Tactics

Essentially the standard J'avo, but with its torso encased in chitin making it more immune to gunfire and melee attacks. Most of the normal methods for dispatching standard J'avo apply, or you can headshot them with a scoped weapon if you want to kill them quickly.








Telo-Magla

Can Be Context Attacked: Yes

Can be killed with environmental context: No

Can be heavy stunned: No

Can Context Kill Player in Dying: No

Can Be Countered: No


Tactics

A very rare and rather harmless mutation. The J'avo will spasm after falling down and sprout wings that spray vision obscuring spores. Should be treated like any regular downed J'avo.





Supplemental Materials
  • Allen Xiong's 'RE6 All Counter,Environment Interaction and Melee Against Certain Enemies' video












  • Allen Xiong's 'RE6 Unique Melee Moves, Special Quick Shot and Taunts Exhibition' video







































Outro


I hope that you've found this guide helpful towards furthering and refining your skills when playing Resident Evil 6! If you want to see more of the mechanics in action on a regular basis you can find me on Twitch[www.twitch.tv]

Outro image drawn by Umbra Atramentum[umbraatramentum.deviantart.com]
19 Comments
Legs 24 Oct, 2024 @ 3:08am 
Beautiful stuff.
Always loved the depth of this game's mechanics.
MYBUTT 22 Jul, 2024 @ 11:15am 
The fact we need guides like this because the game doesn’t offer a tutorial in any sort of way. Pretty frustrating.
vilix_et1 23 Jun, 2023 @ 7:13pm 
A legendary guide!
Bawkr 26 Jan, 2021 @ 12:02pm 
Sweet. With your guide I was able to double my score almost instantly and I haven't worked everything in yet such as rear attacks, reload cancel I think it was? That one I definitely need to work in, I'm reloading too often. One of the hardest things in Solo Merc I think is not killing stuff too fast so that they're able to get into range to not drop the combo, possibly depending on the map might be better to position myself where more enemies can be seen after acquiring the timers. Counters I'm still pretty bad at too.
Archon  [author] 25 Jan, 2021 @ 2:30pm 
@Nickelbawker My sensitivity for the camera (when not aiming) is 6 and the sensitivity for when I am aiming is 5.

I have the in-game FPS locked to 60 since Variable causes the models to have a slight "jitter" to them during certain animations.
Bawkr 25 Jan, 2021 @ 7:58am 
What aim speed do you use (xbox gamepad)?
Do you run the game on Variable or 60fps?
Archon  [author] 25 Feb, 2018 @ 9:04am 
@Lindax You're welcome!
Lindax 25 Feb, 2018 @ 2:17am 
Thanks for the guide, it is very detailed and useful :)
Archon  [author] 9 May, 2017 @ 2:11pm 
@150k TV No problem! Glad it could help!
pntmn 9 May, 2017 @ 9:52am 
that will come in handy
thanks for the guide :104::leon: