Resident Evil 3

Resident Evil 3

215 ratings
The S.T.A.R.S. Training Manual
By Tamaster
A collection of hidden mechanics, tips and suggestions to better prepare yourself to the dangers of Raccoon City. Think of this as an extended in-depth tutorial to explain you everything the game does not, or explains poorly. No spoilers!

If you like this guide remember to vote it so people will be able to find it more easily. Any feedback or proposals to add new sections are always appreciated and will be credited to who suggests them.

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Section 1: Dodging & Counter-Attacking Demistified
The basics of Dodges and Counter Attacks
When you see an enemy beginning his attack animation towards you (pay attention to the enemy: as soon as you see it moving towards you in ANY way...), press SPACE or RIGHT MOUSE CLICK. In case of larger enemies or ranged attacks, instead press the dodge button just before being hit by whatever they are throwing at you. (about 0.5 seconds before being hit is a good timing example).

The result of this action is different depending on the character you are using:
  • Jill will perform a fast rolling move, and will be invulnerable from any damage during this animation.
  • Carlos will instead perform a powerful melee counter, capable of knocking on the ground, or stun briefly all enemies except Bosses. He also becomes invulnerable during the animation.

Slow Motion Counter (Jill Only)
When using Jill, she can perform another special move. After a successful dodge, press the button you use to aim your weapon (default is RIGHT MOUSE CLICK) and hold it down, this will slow down time considerably and also automatically aim towards the weak point of the enemy you just dodged. It's a very powerful move to score a weak spot hit right after dodging.

Strong Punch Counter (Carlos Only)
When using Carlos, after performing a counter attack with him, if you press the dodge button again (so SPACE or RIGHT CLICK) Carlos will perform a special strong punch to the enemy he just countered, slamming it to the ground even more and possibly doing extra damage. Also, this can be done even if you fail the timing of your initial counter, press the dodge again after you failed the timing and Carlos might execute the special punch immediately, countering the enemy even if you failed the first time.
- Credits to Jeronimous for this suggestion.

Free Punch (Carlos Only)
The Strong Punch can also be executed without having an enemy close by! To do this, press the dodge key, wait half a second (so at the end of the initial counter animation), and then press the dodge key again. It’s all in the rhythm, but it means that you can initiate a punch from a further distance if needed if you aren’t confident in countering.
- Credits to i-ghost for this suggestion.

About Reliablility and Timings
In my personal experience, Jill's dodge is reasonably reliable and works most of the time. The same cannot however be said for Carlos' melee counter, which is prone to just not working for seemingly no reason, even with a perfect timing. My suggestion is to stay as safe as possible with Carlos and use his melee counter only when you have no choice and are in deep trouble - it's not reliable enough to use frequently.

Advanced Side Grab Deflection
There is another type of dodge you can perform. It can be only used against side grabs, or grabs that are not too direct. That means, if you are "passing by" a sombie on the side, and it tries to grab you, then you can perform this move. But instead if you have a zombie in FRONT of you, and it tries to grab you frontally, this will NOT work.

To perform the Side Grab Deflection, you need to press the movement direction OPPOSITE to the grab at the last moment before being grabbed. By doing this, your character will push away the zombie and evade the grab.

Refer to the following video for more explanation (the video is from RE2 Remake but it works THE SAME WAY). LINK: https://www.youtube.com/watch?v=rvlUpjaKTd8
- Credits to Imanodesu for this suggestion.
Section 2: Area Map Hidden Functions
Item Highlighting
If you pass close enough to an item you can pick up, it will be marked on your map permanently - even if you didn't "see" it yourself. However you need to pass close enough to it (about 3 meter radius), else it will stay hidden and will not be on the map. This does NOT work for breakable special statues, they will be always hidden even if you pass very close to them.

Red Zones and Blue Zones
The map will actually tell you if there still is some item to find in a specific area. Each map is divided in various zones, and they can be RED or BLUE in color. RED color means there is still an item to find in that section of the map, BLUE instead means that section is 100% clear of anything you can pick up. This function is very useful to be sure you got everything. This does NOT count breakable statues, so an area can be BLUE even if there is a statue to find in it.
Section 3: Enemy & Boss Damage Reduction Frames
What are you talking about here?
In RE3 and also other survival horror games, some enemies and especially bosses have some "phases" when they suffer much LESS damage. Now i'll explain you how to understand this and save precious ammo.

Non-Boss Enemies
Regular zombies (with clothes on, to be clear) will suffer reduced damage while they do a falling animation, while they convulse on the ground after being shot the first time, and also while getting up from prone. If you shoot them in any of these phases you will deal reduced damage, or no damage at all.

Other "special" enemies to my experience don't have these frames however some have certain "forms" where they suffer MORE damage, otherwise damage would be regular. Of course no spoilers, so i will leave them to you to find out.

Applied to Bosses
With bosses it's a much deeper affair:

Generally the rule of thumb is: if a boss suffered enough damage to be staggered, then you should wait for him to recover from the stagger animation before shooting him again. In my experience if you shoot a boss while he "recoils" from heavy damage, you won't have the same effectiveness.

This "rule" is only to be followed when the boss recoils as a consequence of your direct attacks to him, and NOT special actions (such as shooting a particular piece of machinery, for example) which instead are intended in the boss fight mechanics and are, contrary to what said before, intended for you to shoot at him while stunned. Since no spoilers here, it will be up to you to understand this difference.

When a boss changes form or phase, it's usually recognizable as the boss will change shape, form or do some very explicit act to symbolize he is "powering up". During these phase bosses are INVULNERABLE. So give them their time to channge to their new "form" and AFTER that, when you see the bad guy moving around with murderous intent... that's when the pummeling starts again.
Section 4: Confirming Kills & The Importance of your Knife.
Making sure zombies are really dead
Just because you see a zombie drop after some shots in the head, it doesn't mean he's dead for good. In fact most of the time he won't be, and get back up again after a variable time.

Against single zombies, as soon as you drop them after multiple headshots, equip your knife and stab the fallen zombie in the head multiple times. After one or two stabs (or swipes wich Carlos) the zombie will move again: keep hitting him in the face with your knife and generally 3-4 hits will be enough to put it down for good.

Downed zombies that are still alive regenerate themsleves, because of the virus, and come back up at nearly full health to bother you again. So doing this will save you a LOT of ammo and possibly damage.

BE CAREFUL! Some zombies are more resilient than others and while you try to stab them as described above, you will not be able to kill them in time and they will attack you again instead.

You can however understand when this is the case: if a zombie is downed with very little health, after a couple knife hits it will perform an animation where he lifts an arm like grasping to the air, and then fall soon after - that's the "true death" animation. If the zombie instead stands up with its whole torso or tries to get up from prone, that means it has still some life in itself and you'll need a couple more bullets to get the job done.

These "tougher" zombies are completely random and more rare than your average zombie, there is no way to tell they are tougher or not, however.

Exceptions
  • Zombies killed by a barrel explosion will NOT get back up. They're gone.
  • Zombies whose heads explode as a result of heavy weapons or a lucky shot, are gone for good.
  • Zombies who fall while ignited from fire will not get back up. They are burnt to a crisp.
  • Zombies killed by heavy explosions such as grenades, will be dead for good.
Section 5: Other Useful Mechanics & Tips
Recovering faster after being knocked down
It seems that if you "spam" (press a lot of times, very fast) the movement key and the action key (so WASD and your assigned action button) will make you recover faster than normal from any stagger / stun / knockdown.
- Credits to Jeronimous for this suggestion.

Extra weapon damage
If you wait for the aiming reticle to become fully "closed" (it becomes smaller the more you aim, until it's "closed"), and then shoot your weapon, the resulting attack will inflict extra damage compared to one performed when the reticle was NOT fully "closed". This info is also written in the official game manual.
- Credits to Jeronimous for this suggestion and updates.
47 Comments
IsakuRaiden 14 Apr, 2020 @ 10:57pm 
that's totally fair. as i said i can only speak for myself and my results. it's not really perfect testing and i completely understand not wanting to use trainers ect even for testing reasons. i just really enjoy breaking down and learning these mechanics like this. really gives you a sense of appreciation and love for gaming when you see the little fine intricacies and hard work that plays in the background that you just normally dont see or know about. hope somebody can put this information to use or something anyways. also Assault coins jack your damage by 50%. though i think that's common knowledge. and you can use carlos's RL from the beginning ingame too via the trainer. 1 shot instead of 4 no reload animation and 3200 damage per shot but it acts like a really powerful flame round. i figure it's data leftover from RE2R but i'm suprised it's functional in RE3 lol
Tamaster  [author] 14 Apr, 2020 @ 10:45pm 
@IsakuRaiden

I believe this needs further testing. I myself am not confident in using trainers or any "cheat" program even if it's just for testing purposes, i don't want that kind of software on my machine at all. I fear it might be detected by some anti-cheat of some other game, for example, that's my reason.

If someone else reads this discussion and wants to contribute in the tests for this, then might add you so you can share with them the link to this trainer if needed.

Thanks a lot for the effort you put.

For now we will leave it as somthing to be further tested, as you said you might be bugged so we need more than just one source (you) to determine the truth about this. Hopefully someone else will contribute.
IsakuRaiden 14 Apr, 2020 @ 10:41pm 
i think what they mean by packing more power is the increased crit rate as i really did not see any change to damage just by focusing. however there is the possiblity that focusing for me is just bugged, and there is also the possibily that using a trainer messed with things to idk. the only thing i can do is provide a link to the trainer to those interested in using the plugin for their own tests and let them see what they come up with. but these are the numbers i got from my tests and the only variable i changed was the zombie's health so that i could test multiple shots from more powerful weapons on it.
IsakuRaiden 14 Apr, 2020 @ 10:41pm 
i tested focusing by keeping the reticle open by staying in motion and never letting it close, and by letting it fully close each time i fired. there was 0 damage difference between fully unfocused and fully focused shots with each weapon except the shotgun and gl as they don't focus.
HOWEVER i did notice a large increase to the critical hit rate when fully focusing. with the G19 with the suppressor i'm gonna spit ball like 30-35% of the time. it wasn't quite 50% of the time but definantly more than 1 round out of 4 was a critical. I'm assuming when you're shooting and the screen kinda blurs for one shot and the enemy staggers that is a critical hit. body critical's seemed to do double damage while head criticals were OHKOs except for the assault rifle.
IsakuRaiden 14 Apr, 2020 @ 10:40pm 
CQBR Assault Rifle: head 149 body 77 stable. mods do not affect damage.
for the grenade launcher this will be per shot and letting the full effect of each shot play out. also i didn't bother with head shots cause grenade launcher.
Explosive Rounds: 2121 stable
Mine Rounds 1500 stable
Flame Rounds 1500 total over time. quick ticks. stable
Acid rounds 1000 total over time. slow ticks. stable
IsakuRaiden 14 Apr, 2020 @ 10:40pm 
G19: Headshot damage 175 bodyshot 90 mods have no effect on damage. stable
Samurai Edge: Head 263 body 135 stable
MUP: head 158 body 81 stable
G18Burst: head 149 body 77 stable
G18: head 175 body 90 stable
M3 shotgun: i couldn't get a stable number but base seems to range 1100-1300
and upgraded with barrel 1700-1900 as most shots seemed to fall in these ranges.
however i have to stress that i think every enemy in the game resists the shotgun to some degree except drain demos and zombies.
L.Hawk Magnum: 1350 body head OHKO upgraded 1755 body head OHKO stable. while the numbers are smaller than the shotgun i don't think any enemy resists the magnum so it always does full damage making it more powerful than the shotgun. Again just speculation as i'm not gonna try to beat the entire game like this to break it down.
IsakuRaiden 14 Apr, 2020 @ 10:39pm 
so i did some testing will all the weapons in the game and their mods using Razor's ultimate trainer as it has a builtin tool that allows you to see and/or adjust an enemy's health. i used something similar to find out exactly how much damage weapons do and how much focusing increases damage for RE2R. I was on STANDARD mode and i used the very first zombie outside of the subway station as my test dummy by save reloading. i set his health to 1000% which was 7793 hit points. Here is the results of my tests. Stable means that every shot to these locations did this exact same damage repeatedly. also sorry in advance as i'm not sure how to format this post properly
IsakuRaiden 14 Apr, 2020 @ 8:11pm 
unfortunately not gonna be able to reinstall right now. kinda having to make do with my phone's slow as hell hotspot lol...i'll just have to wait until i can get somewhere to use some actual internet and do a reinstall and see what happens then.
Tamaster  [author] 14 Apr, 2020 @ 8:07pm 
@IsakuRaiden

Well you can always try a file integrity check or complete reinstall, backup your save first. Maybe it will get fixed.
IsakuRaiden 14 Apr, 2020 @ 8:03pm 
honestly now i'm starting to think my game might be bugged now that i've seen that manual and it seems to be working fine for everyone else.