Golden rules
what to know before you startShoot to stagger, then finish with melee
A shot to the head, an arm or a leg staggers the enemy: walk up and press ZR to strike. After a headshot you throw them from the front or land a coup de grâce from the side. A leg shot drops them to one knee. If the enemy hasn't noticed you, a strike from behind doesn't even need a stagger first.
Quick Shot (ZL + ZR together, 1 block of the combat gauge) is your panic button: it aims itself at the nearest enemy, even one behind you, and always staggers it. Follow it with a strike and you save bullets.
Heal right next to your partner
Each tablet (R) restores 1 health block and refills the whole combat gauge. Take it next to your partner and it heals them too. A First Aid Spray (picked with D-pad up/down, like grenades) fills health and combat gauge for both of you if you're close.
Group up before you heal. When you're both gassed mid-fight, a single tablet side by side resets both combat gauges.
Mix herbs before you store them
Herbs aren't eaten: they turn into tablets (Health Tablet) that go in the case.
- Green Herb alone = 1 tablet.
- Green + Green = 3.
- Green + Green + Green = 6.
- Green + Red Herb = 6.
A Red Herb alone is useless: hold it until the next Green. Never convert a lone Green. The case caps at 17 tablets and refuses a mix that would go over (at 12, a Green + Red won't fit: eat a few first). R + Y mixes and stores whatever you carry.
Don't empty the combat gauge; lie down to refill it
Below your health sits the combat gauge (5 blocks). Strikes (the first hit of the 2-hit combo is free), Quick Shots and special melee spend it. Spend the last block before it has refilled and it turns red: you can't sprint, you only get a weak strike, you move 12.5 % slower and it takes three times as long to come back.
Standing still you regain 1 block every 3 s; walking or aiming, every 6 s; lying on the ground, 1 per second. After a fight, drop onto your back (ZL + stick back + B) in a quiet corner and it's full in about 5 s.
Get your partner up fast: if you both go down, it's Game Over
At zero health you enter the Dying state: you can only aim and fire the weapon you had, with no reload or swap. Any hit while Dying kills you, and if both of you are down at once, it's Game Over.
To lift your partner: A next to them gets them up with no health (Treatment); R next to them spends your tablets, one per press, and gets them up healed (Revive). If nothing hits you, you get up on your own after 15 s. Also free a grabbed partner with A: it costs no combat gauge and earns Skill Points.
Buy skills at the end of every chapter
There's no shop and no money: your progression is skills, bought with Skill Points (SP) on the end-of-chapter screen or from Play Game → Campaign → Skill Settings. SP are shared by every character and campaign.
Buys that help any pair on Normal:
- Defense Lv1 (3,200) and Breakout (2,800).
- Critical Hit Lv1 (3,500) and Item Drop Increase (3,500).
- Zombie Hunter or J'avo Killer Lv1 (3,000 each; they unlock after 30 zombie or 30 J'avo kills).
- Then save up for Firearm Lv1 (12,000).
Don't buy Team-Up, Field Medic or Lone Wolf: they only affect an AI partner and do nothing in local co-op.
Lost? Hold L
L shows the route guide: the marker and the distance to the objective. In Options → Game Settings, Icon Display: Auto keeps it on screen all the time (a Switch-only value).
In split screen you both want it handy: the game often sends you down separate routes, each with its own objective.
Turn on Action Button Assist if QTEs keep killing you
Many scenes ask you to press or mash a button (QTEs), and failing one usually means Game Over. In Options → Game Settings, Action Button Assist: Auto (Switch only) completes many of them for you on any difficulty. Picking Amateur offers to switch it on.
The Switch letter appears on screen: press what you see. The usual ones are B (action and mashing), A (partner actions) and ZR (strikes and counters). No source says the assist locks anything out.
Wait for "Saving..." to disappear before you quit
There is no manual save. If you die, you go back to the last checkpoint (pin icon). But if you quit the game, you come back at the last main checkpoint (the "typewriter" ones, like the gun shop in Leon 1) and lose whatever you picked up since.
Before quitting, wait for the Saving... text to disappear. Serpent Emblems are the exception: they count the moment you break them, so you can quit right then.
The story so far
saga context, no spoilers for this gameWhat to know from the saga
- Resident Evil 2 (1998): Leon, a rookie cop on his first day, escaped Raccoon City with Sherry Birkin, the daughter of the G-Virus's creator. The virus left her with lifelong regeneration. Ada Wong was that night's mysterious spy.
- After Raccoon City: Adam Benford recruited Leon into government service on condition that Sherry was kept safe, and put her under the care of Derek C. Simmons. That's why Sherry works for Simmons in RE6.
- Resident Evil 4 (2004): Ingrid Hunnigan was Leon's voice on the radio and returns in that role. Ada had already crossed paths with him.
- Resident Evil 5 (2009): Chris killed Albert Wesker in Africa. His legacy weighs on one of the new protagonists.
- Damnation (CG film): Leon and President Benford before RE6. Optional.
Four stories, one crisis
Each campaign tells its own part, and they cross at key moments:
- 24 December 2012, Edonia (Eastern Europe): Jake and Sherry flee the Ustanak; Chris and his squad, in a flashback (Chris 2).
- 29 June 2013, Tall Oaks (USA): an outbreak during the President's visit; Leon's campaign begins.
- 30 June 2013, Lanshiang (China): all four campaigns converge on the city.
- 1 July 2013, the underwater facility: Chris's and Jake's finales.
Ada's campaign starts a few days earlier, on a Neo-Umbrella submarine. Playing all four is the only way to see the whole story.
Who's who: agencies, factions and the C-Virus
- DSO: the US government agency Leon and Sherry work for.
- BSAA: the anti-bioterrorism force of Chris and Piers.
- The Family: a secret society founded by the Simmons family before US independence. Its headquarters are in the caverns under Tall Oaks Cathedral (Leon 2 and 3).
- Neo-Umbrella: the group spreading the new virus in Edonia and China. It's led by a woman identical to Ada Wong.
- C-Virus: made from t-Veronica and the G-Virus. It turns people into zombies (Tall Oaks) or into J'avo: soldiers who keep their training, mutate where you hurt them and can wrap themselves in a cocoon (Chrysalid) to come out as another creature.
What it sets up (light ending spoilers)
- Leon and Helena are cleared and return to duty.
- Chris stays with the BSAA, leading a new squad; Sherry stays with the DSO.
- Jake starts a new life fighting bioterrorism in a developing country, his identity protected by the BSAA.
- The Family survives under new leaders. Neo-Umbrella is finished.
Next, in order, come the CG films Vendetta and Death Island, then Resident Evil 7. Sherry appears again in Resident Evil Requiem (2026).
This game’s story in the lore
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Resident Evil 6
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