Parry the cr.MK from Chun and immediately stick out cr.LK. It will hit her out of SA2 and you can combo into Remy’s SA2.
You can also parry the cr.MK and immediately stick out MK. The knee will also hit Chun and you will be able to cancel or link into SA2.
Followup for a neutral grab->Flash Kick on Chun in the corner (For the most part, Chun specific)
After the Flash Kick hits Chun, dash up and do a UOH. If she tech rolls, you will be able to hop over her, in which you can follow up with cl.MK link to SA2.
You can also create a mixup by dashing up and do a kara-UOH with close HK(HK~MP+MK) while she tech rolls. The kara-UOH won’t advance Remy forward, but karaing off of cl.HK will instead inch him slightly backwards(similar to Makoto’s kara-Fukiage off of st.HK), leading to a fake crossup.
One thing to note here is that Pierrot explains how it’s hard to differentiate between kara-UOH and the regular one to most people so it’s a very good mixup tool, but K.O is able to see it.
If the opponent manages to catch onto this, Remy can do the aforementioned setup, and do a neutral j.HK instead of cl.MK. This is useful against Chun players that like to use SGGK to escape these types of setups.
Air to air situation against Chun when she is cornered
j.HP -> Cold Blue Kick -> High LoV reset -> dashup -> cl.MK
Whether Remy dashes under or in front of Chun is up to the player to decide.
This setup is character dependent. Some of the cast can only allow Remy to go in front, some can only allow Remy to cross under.
Going on the offense with Remy
Pierrot feels that he works best when being aggressive with Remy. Pulling back won’t make winning any easier for him.
You can utilize charge partitioning to go on the offense: Low LoV-> cr.LK->Low LoV->dash->cr.LK->Low LoV->etc until the opponent is cornered. LoVs leave Remy in advantage frames which will give him enough time to start this.
You can mix this up with dash up cl.MK or LK Cold Blue Kick. There is also dash-up throw.
It is a series of guessing games that you want to force onto the opponent. Remy’s main focus is to get the opponent cornered by whatever means, since his corner game is very good(as are most of the cast in this game).
Pierrot’s strategies in the corner are things he learned from other characters. In Hugo’s case, if he dashes up against a cornered opponent, he will stall for a split second and wait for the opponent’s reaction. If he sees the opponent jump then he does Backbreaker, but if the opponent doesn’t then he does a throw. Pierrot applies a similar method to his game in which he will dash up and react to the opponent. If the opponent stays on the ground, he does a throw. If he sees the opponent jump, he charge partitions into a Flash Kick.
You can also opt NOT to throw out the dash-up Flash Kick and do a cr.HP to throw them off instead.
Remy vs Urien
Pierrot demonstrates(or at least tries to) how after parrying Urien’s cr.MK, quickly doing cr.LKxxSA1 will have the 3rd set of LoVs be blocked. He keeps constantly connecting all the hits, but this may be because of OE. He tried this on the PS2 and apparently Urien blocks even more of the hits, but that may also be because the PS2 has been rumored to have hitbox issues.
Remy vs Akuma
He demonstrates two corner combos on Akuma:
cr.LKxxSA1
Neutral throw->SA1->Cold Blue Kick->Flash Kick
Both combos do roughly similar damage. SA1 leaves Remy with positive frames, while the juggle shows how Remy can deal big damage off of just a throw.
Remy can also just use cr.HP to deal with early Demon Flip on a cornered Akuma.
This is basically just to show some options if Remy does ever decide to use SA1 on him.
SA selection:
There aren’t too many characters that SA1 is particularly useful for. For Shotos, it’s best to use SA2 because of its superior startup range.
Both SA1 and SA2 are viable against Dudley. SA2 is particularly good since you can block the f.HK overhead and punish with reversal Super.
SA2 is recommended against the Twins, Oro and all the girl characters.
SA1 may be viable against Dudley, Q, Necro, and possibly Alex. Pierrot thinks SA1 Remy wins that matchup 6:4.
Pierrot personally feels that SA3 isn’t the best Super to use against Q.
Remy vs Alex
cl.MK->SA1 will connect on Alex either crouching or standing.
Remy can do a reversal SA1 after blocking EX Elbow Slash without any dire consequences.
Counterpoking
When playing the zoning game, you can buffer SA2 during a cr.MP to poke a whiffed normal, similar to Dudley’s HK->EX MGB buffer. cr.MP is preferred over cr.LK for counterpoking, similar to why cr.MP with Ken is better than his cr.LK(minus the link anyway).
You can also apparently punish a whiffed Shoto sweep with EX Low LoV, just to show that it can connect.
You can also counterpoke a Shoto cr.MK with cr.MP if you’re able to react quick enough.
He demonstrates how Remy can’t counterpoke everything with cr.MP, like Urien’s cr.MK. He can counterpoke a whiffed st.HP, though.
It’s a good idea to balance fundamentals like these along with fearless play. Just because Remy’s risk-reward ratio isn’t that great, it’s still better to try things out than just play it safe all the time(such as not parrying).
Remy vs Urien (Continued)
Urien’s HP is still pretty scary for Remy, despite showing how you can counterpoke it.
Low LoVs are a decent option against Urien’s cr.MK, but there is a chance that Urien just hops over it with Headbutt, leaving Remy in a bad spot.
Far MK is a decent tool against Urien’s cr.MK, as well as possibly LK Cold Blue Kick(this includes on Remy’s wakeup).
When parrying Urien’s HP, Remy’s cr.HP launcher will be able to connect from various distances.
Or if you see it whiff, then just cr.MPxxSA2.
That’s about it. The broadcast just kind of cuts off at the end so I’m not sure if there’s more to it, but there you have it.
I found this part curious and decided to check it out using the hitbox display from ESN, and the two sweeps look pretty much the same in regards to reach
Comparing both hitboxes, they are in fact identical (hitbox overlay).
But when I compare it based on the actual sprites, Yang actually seems like he would have more range (sprite overlay), as Yang’s red hitboxes goes over his ankle, and Yun’s do not
Of course, I can’t tell if this is just a limitation of the hitbox display
Thanks a lot for these translations, Aku! We really appreciate it!
Interesting. I figured there would be some difference between them, but I didn’t expect the data to show Yang having the better range. To be honest though, from just looking at that comparison sheet it looks like Yun actually does have slightly better range from looking at both the sprites and the hitboxes. I might be wrong though. But thanks for bringing this up!
After a quick look (currently @work), the important thing to notice is that Yang moves back a little at frame 4 and frame 8, making him having less range than his brother even though they share the exact same hitboxes.
The visual clues, like the ankle thing, doesn’t really matter as, in the end, only the hitboxes data are used by the game.
I’m curious if there are other small differences like that between them…
Not even lol he just made his own mark here by doing all this for us, Aku is just AKUUUUUUU!!! lol I’ll probably be recording these videos then uploading them to youtube with the transcript in the description or better yet with a link to it here…it’ll allow people who don’t have a nico account to few them easier so anything we can do will help :tup:
I’ve always translated bits and pieces of stuff over the years, and this includes some of the vids. Probably the only huge thing that I’ve ever translated here was back in 2009-2010 when I covered an entire wiki article on basic 3rd Strike techniques. I was glad I did that one since it either introduced to a few people, or helped explain better certain things, like TDK.
I just want to do my part to contribute. I’m glad to see newer players coming in and trying this game out, even if it’s on OE, and I’m especially grateful for top players taking the time into doing these tutorials and breaking down their general thoughts. It’s not easy, but they’re able to articulate this stuff very well so that makes my job easier. It doesn’t look like any of us want to see this game die off any time soon.
I’ll be doing Rikimaru’s Urien vids next. I saw most of the first video and there were two things I enjoyed about it:
He’s able to break down this stuff well, very easy to understand and comprehend.
He immediately tells people that he picks LK color because of Pierre, and strongly encourages everyone to aim to play like him.
But anyway, thanks guys for the kind words. I’m going to try and crank these out as consistently as possible. Also, feel free to bring up any points where you think may seem funny, like 10021985 brought up Yun/Yang’s cr.MK sprites/hitboxes.
Oh, and Louis: find me a Genki vid and I’ll do it.
(he can speak English though, just sayin’ lol)
this board has a collection of cool dudes putting out 3s stuff in a variety of ways. it’s all appreciated. way easier to get into this game when there’s high level footage accessible, frame data spelled out, tutorial videos, translated commentary/tutorials, etc. good stuff all around.