Everdred Teaches Remy

Oh. this is different from UOH? what’s the command, then? I apologise for the mass n00bness

towards and MK

Ohh thank you for the clarification on the differance between partitioning and buffering.

On that note the
b,f,b LOVs I can get into a rythem and keep them going for a while now.

But with partitioning, Such as Dash(back during animation) Back Dash LOV/RRF I Can’t seem to store a charge ever. I’ve tried 2 UOH I’ve tried the Dashes I’ve tried 3x Standing MP (as from the remy advance vid)

How strict is the timing on when you have to begin charging after the animation starts? It seems like im charging through the whole thing(IM holding back) then I let it go to neutral to perfrom the next UOH and charge during that but then I get no LOV(sorry bad pun)

Are there easier then others charge partitions I should start with? or is my timing just :lame: (Also sorry I wanted to use a smiley)

Again Sorry about being the scrubbiest but just practice doesn’t seem to be working I try and try and try and it never works(Partitioning, buffering im OK on)

Doug, I have a match vid of Nibor and I playing at a tourney. I want you to check it out and tell me what you think. I’ll talk to you on aim or something.

Nay - JA N, charge partitioning is over rated. Pratice, it will come eventually. Learn the timing for arcade and console…

thats cool u played nibor… he’s like the premiere token ken in cf. im me on my other name. novice slacker

Also u forgot another POH whic is close mp(U can combo with this one)

JAN @

Well unfortunly the charge partion is realy stric on the timing of u charge more than the time that is need to excute the move it won’t work( sucks dosen’t it) also practice first charge partiong with normal moves frist ex UOH, mp, etc after u dominate that practice the dash in my oponion that the hardest one to master.

close mp is not an overhead

Why not if a person is guarding low u will hit him because close mp (chop animantion punch thingy) register has a hi hit and must be blocked hi.

u can block it low. so its not an overhead. i dont see your logic.

No doubt Everdred is right! While MP looks like an overhead, it is not. If it were, it would seriously be one of the best in the game, since you can combo off of it with pretty much anything. Oh well. It’s still useful for just slapping it out at random and seeing if it connects then following up with some extreme rapage.

Well I always thougth it was one becuase for some godamn reason people always fall for the trap of trying to guard hi and I trow a low lov and it would conect. So I thougth it was an OH because of that tendecy of people doing that crap.

You really must play against garbage ass people…

this thread is dead… just read page 1-7 or something…

You are playing the wrong character then.

Does Remy have any safe ways to stop Urien’n unblockable? (Aegis reflector, HEadbut -crossover, damage) this is usually on wake up but it also can come out while standing ONCE I think I hit Urien out of the headbut with EX RRF but I still ate a hit from the Wall(still alot less damage) Is this normally possible or was his timing off?(would you know?)

Also I beleive Remy can combo RRF -> RRF in certian cases, like in the corner LK RRF -> HK RRF does this only work against jumpers or would it work of any normal that chains into RRF where LK would connect?

say u have an opponent that is equal height to remy, does the standing jab+jab+short link to SA 1 or 2?

im wondering if anyone has pulled this off or if its just me who cant pull this one off quick enough

Does Remy have any safe ways to stop Urien’n unblockable?

Ho-hum, damn, that’s a toughie. The EX RRF has some God like priority, so I think you hitting him was normal. Always use quick wake up - this is all I can give you. Otherwise, there should be no reason Urien is landing an unblockable while you’re standing (what are you just doing standing there anyway?).

*say u have an opponent that is equal height to remy, does the standing jab+jab+short link to SA 1 or 2? *

Let me boot up TS and check this one out. I know you can link a lk/lp after a LOV in the corner, as for the super though … I’ll get back to you.

thouroghly tested is Urien attempts the Ageis relfector cross-up unblockable (Sets up Aegis after knockdown crosses over with the headbutt) EX RRF will win if and only if you do RRF after the cross up, it will beat out his poke attempt(or anything else he might try) and put you safely away from the Aegis reflector wall.

and I think jab jab short works with SA 2, or maybe it was just jab short I’ve done Ill see if i can get that on anyone.

Also just because its bugging me Throw into RRF works in the corner, has every time I charged correctly, But are there any better options then just RRF ?

Also just because its bugging me Throw into RRF works in the corner, has every time I charged correctly, But are there any better options then just RRF ?

A correctly timed LOJ will land for pretty much all the hits (with one or two stray booms going past). At least against larger characters/shotos it should. The damage scaling makes it ASSTASTIC though, damage wise. RRF does damage good anyway, so if you don’t have a super, go for it.

Oh, I tried jab jab short xx super, couldn’t get the short in at all. Doesn’t seem like a reliable combo anyway, even if it were to somehow work.

Nevermind about my last post, i answered my own question.

It doesnt seem like it would work anyway because the timing for the jab+jab+short doesnt seem to allow for any break in the chain. After all, its a bunch of jabs-like hits, not like dudley’s wicked ability to cancel supers from jab or short+strong or forward.

The thing about Remy’s pokes are that they must be varied in repetition between LOV tosses. If you accompany that with correct spacing keeping out of there most dangerous poke ranges you have a lock down on the ground position of both characters on the screen. The mix up is then broken up with towards and forward, back and forward dashing to move away from there advancing or to dash in for a standing short, UOH, cr. short ->SA1 or throw.

throw an LOV, charge and (throw a poke/dash/throw another LOV)

Stuff to whiff between LOV tosses.

High Range Pokes

Far st Jab: Good for a late anti air with forward dash mix up after. Good to throw out as a fake high LOV. Since he’s moving and has medium range shorter than st Strong and quick recovery you can whiff this to fake a st Strong and then counter the opponent if they inticipated it.

far st. Strong: has a wide hit box starting from the omega symbol to the tip of his extended hand. This poke is good to throw if u know the opponent wants to throw a high hitting good speed move (hugo st strong, necro st stong). Since the opponent has to deal with the thrown LOV you will have frame advantage to throw out this move. You’ll be able to beat out moves that have shorter start up time than this. This also catches characters tall enough to be hit while they dash (shoto’s, alex, urien). This also clips jumps early.

Far st. Roundhouse: More damaging version of st strong it covers forward dashes at a distance and hits far jumps early. It’s pretty slow so it should be used as sparingly as the standing fierce.

Mid Range Pokes

cr Strong: Quickest mid range poke, so quick that it can be parried high and low (haha capcom). Catches dash start up and reaches under high pokes. Beats UOH’s. On reaction to it hitting you can buffer into a LOV to continue the pattern.

Far st Forward: This poke is there to basically hit someone during there forward dash or to counter against crouching moves (shoto low forward).

Far st Fierce: A slower more powerful version of far st forward. This mixed with forward switches up the mid range and low space timings infront of him that he controls after he throws an LOV. This counters sweep attempts well at a far enough distance so that if the opponent sweeps there sprite will expand enough to be hit by tip of the fierce on there recovery.

His low pokes would be the most dangerous to whiff after a LOV.

Low Range Pokes

cr. Short: I use this as a low LOV fake. This is also a good move to throw out if they are in mid range because after a tossed LOV if u hit with cr Short you can then immediately buffer into another LOV. Or if you feel it hit blocking or not you can then cancel into SA1 for free. You lose a super but you are still safe and in a good position to throw more LOV’s.

cr. Forward: Reaches under whiffed or thrown mid range pokes while being low enough and far enough to hit. At far enough range you can whiff this rarely to catch dash ins after thrown LOV’s.

cr. Roundhouse: I use this for it’s whiff purposes only. At far enough range it’s good to whiff because it gives ok bar and inches him forward giving him distancing mix up with his other pokes after a LOV. At far enough range of can punish mid range whiffs with the second kick since he moves forward then.


CBK: This is good to whiff out of range to reposition yourself infront of the opponent for more LOV’s. This catches far out of range whiffed or in range low pokes and hits dashes. When used out of range of a neutral standing opponent it is safe against most far reaching pokes and you can always recover for a psychic EX RRF.

This can be all stopped with a random super sometimes especially the slower recovery moves.