Everdred Teaches Remy

People are generally right to treat Remy like trash, as much as I love him, he’s really not that great. Learn to charge partition, it’s key if you want to play as Remy long, but before that you should get a grasp on the fundamentals of 3rd Strike in general. I always tend to skip this step only to suck hard for a looooong time with all the games I try to get into seriously.

thanks for the advice everdread.yeah i think you’re right-getting my hand strained easily isn’t an excuse not to do it.i live and play in the philippines (i wish it’s gotham).for 4 years playing 3s i haven’t focused on any character except for remy.i do sometimes play other characters just for fun and vs. CPU only but i guess i’m used to him.I chose him coz i’m used to the playing Guile.(i think that was when i was 9 or 10)what i also like about remy is his looks and the personality he’s portraying.he’s also not a mainstream character which i find very cool (atleast for me).i just want to prove something here: not everything mainsteram is great.id like to make a difference

enough of that crap. i guess i’m really determined to atleast play remy right.that’s why im here learn somenew things i dont know coz in my place no one plays remy as seriously as i am.i’ve got 4 questions:

1.what is the real and correct play for remy? I mean is he a pressure guy,technical or ofensive?i’m really confused about this coz i haven’t built a REAL startegy for him.

2.i’ve got no prob in doing the LoV rapid fire but i’m having trouble using properly coz when i knockdown somebody and i do it,these guys gets out of it somehow.so is there anything i can do so they won’t escape it?(especially yun and his stinkin’ genei jin)

3.about chrge partitioning-i can do the back-dash LoV.i can also do the forward dash LoV but i can’t use it it real combat coz i’m afraid that everytime i dash in,my opponent might clobber me.what should i do about it?

4.also about charge partitioning-can you give me atleast some practice pointers on how to execute the dash rrf?i’m really having a hard time time doing it unlike the dash LoVs.

i know my post is damn long and contains dumb questions and i’m apologizing about it.i guess i’m really into playing remy the best i could be. i’m not really a loser guy.in fact i win (somehow) using remy.i just want to improve my game with him coz evrybody here improved playing with their characters except for me.hope you guys can help me here.

  1. since remy has crappy stamina i try to avoid being hit above all else so alot of the time i spend running away… its up to u and your style i guess to determine how active u wanna be.

  2. best time to do rapid fire is when your mid screen and they r cornered and your up on life. that way u force them to parry and then u play mix up by dashing in while they parry.

  3. u could throw an lov then dash in (out of sweep range) where u can throw an ex low one to hit them while they try and sweep u.

  4. dash rrf is cool but i dont like the fact that if u get parried or if they block your screwed so dash rrf is kinda limited. one good way to use it tho is if u throw an lov and they jump over it… dash back and rrf them while they r still in the air.

thanks for tips the man.it really helped me clear my mind of any uncertainty of playing remy.i guess all i have to do is to practice and apply the tips you guve me on the arcade here (i’m also planning to buy a dreamcast console).anyways you’ve answered all of my questions except for the 4th one.do you have practice pointers on how to accomplish the dash rrf?it’s kinda of handy just like you explained (when they try to jump off on your LoVs,dash back +rrf)and if i may add you can also use this coming from a jump in.i’m sure of it coz i saw it once used by a player in another arcade(you shouldn’t use it very often though or else you’re dead).please, it would be a real help if you can give me some pointers how to execute a dash rrf properly.and yeah,how many seconds must i charge down to execute it?

Gernally, Remy can play a good offensive and stand-off game. Remy’s defence isn’t the greatest, since it’s generally easy for opponents to close in on Remy if he’s using conventional attacks.

If you’re playing offensive, you’ll need to rely on EX LOV mixed up with quick normals. Throw out a LOV, move forward, when you’re in sweep range, throw out a st. MP or low EX LOV. While they’re busy, you could attempt a jump in, go for a Cold Blue Kick, or toss out another EX LOV (high if they jump at you). For air to air meetings, early MK or late HP (with the HP, follow up with RRF). If your opponent is cornered, it’s okay to be in their face. Don’t purposely stay on an opponent outside of the corner though, that doesn’t gain you anything.

For defensive, the most you can do is set up a bunch of LOV and attack your opponent only as they’re dealing with LOV. Running away for the whole match and relying only on LOVs will get you killed basically, since they do piddly damage and this strategy becomes too obvious.

Remy can also play exclusively in sweep range by basically abusing st. MP to prevent the opponent from jumping and harrasing them on the ground with low EX LOV.

As for the dash RRF, if you have a PS2, the training menu is where you want to be. Basically, a second (and a bit) charge standing still, dash forward, charge a bit while dashing, execute RRF. In all honesty, being able to dash then RRF won’t immediately allow you to win every match, so while it’s good to know, don’t over exert yourself and concentrate on landing this every match. Early st. MP for jumping oppponents basically means they can’t move forward without dashing, where low MP combos into anything.

Good luck!

thanks very much for the tips sonic reaper.you guys really helped me on playing remy beyond my limitations.i’m also aware learning the dashing rrf isn’t gonna make me win.learning it could be a big part of my “surprise” arsenal.all i have to do is not use it every time.i’ve got some questions again though:

1.if you’re doing a crouching low punch or low kick does it automatically store charge?i’m asking this coz i’m trying to make it as a basis for the timing of the charge partitioning (dash+ rrf).i’ve read someone posting about doing the dash rrf after a jump and i’ve tried it and somehow i’m doing it properly.but i can’t jump all the time during combat.so will this work?:
cr. LP or LK(storing down charge during the animation)release the charge,dash,(during dash store down charge) then up+kick

2.when is the best time to poke-cancel-super(crouching LP or LK and cr.MP then cancelled to SA2)an opponent? i’m always using SA2 and i’ve noticed that i’m not using the SA2 during combat therefore wasting it.(i always waste the power meter for EX LoVs) i believe that using this SA2 properly can be a key to my victory.

thanks again for the tips.

defensive playing isnt totally about LOV’s and its not that u get piddly damage its just u need to play to make the other person come after u. this makes the damage happen.

keeping away the whole time u get to mess around with the different anti airs u have and set up fake tosses so they react to u being in range for them to advance on. defensive style doesnt have less damage its just that your slowly doing it over a long period of time whether its having them attempt to parry your LOV’s which they will… but what happens if they miss one? your up on life and u never have to come after them because u can run out the clock and stay away building meter to whirl EX’s.

defensive style is better because remy doesnt have the life to trade hits with ANYBODY and if u do u better do more damage… only way that can happen is if u trade with a crouching fierce and tag on a RRF, but thats the only decent trade he has.

simply tho u can be offensive in givin opportunities… like if u got a RRF off and now they r in the corner. going for wall throws is good now and being aggressive is applicable because they r cornered with a wake up/mix up they must face. all other situations should really be spent keeping them out of THERE range that they do damage at and picking them off slowly with countering hits and LOV’s.

defensive style = patience and frustration, limiting damage opportunities for them and making them make mistakes.

I was referring specifically to a strategy that revolves around LOVs only. Noticed I said it was easy for the opponent to close in it you’re using predictable and conventional attacks. So I wholeheartedly agree.

I never said that the defensive style caused piddly damage, relying on damage being caused by the opponent “randomly” getting hit by a LOV would. As you said, you get to vary your attacks and surprise your opponent by landing many types of attacks.

I usually never play too heavily of a defensive style, but I won’t go all out.

My best advice to Remy players would be to play in moderation. Never take unnecessary risks (espcially if you’re behind on health). This shouldn’t be too hard since Remy has quite a few safe tactics. Remy players should neither be too offensive or too defensive. It’s better to close in at the start of the match while keeping your opponent busy with LOVs, trying to go for the corner or setting them up (as they’re dealing with a LOV) for big damage.

In the corner, as you mentioned, is where I like to get right up to my opponent, parry as they wake up (low) and go for a throw. This is a base strategy of course, and depending on how they react, I change my strategy accordingly.

Also, another good thing to do while the opponent is tackling a LOV (this is aimed towards Gotham) is build meter by mashing cr. mp (if you don’t feel the need to attack).

Yes sir. Charge is stored as long as you (the player) are holding back, up or back/up. Basically, you can charge ANYTIME, even before the match begins (during the character introductions). For example, to be safe, I begin charging before the match, when the match begins, I toss out a LOV.

Generally, charging while performing a normal with the intent of finishing it with a special (RRF or LOV) is smart, so yes you are right to do this. Basically, you should be charging the whole match. The only time you should let go of charge is during a neutral throw and when you’re going for a Super Art. Basically, I think what you’re saying is, charge a little bit, perform a normal (while still holding charge), then release the charge, ending in a special attack. And yes that would work and is how it usually should be done.

This works under the same principles as if you had just stood your ground and charged, then dashed. Again, you can charge ANYTIME during the entire match (and a bit before) with Remy.

Well, that’s fine, just do so when it’s appropriate. You shouldn’t be in the air with Remy that much, there’s really no need. If you want to meet someone in the air though, jumping mk is always safe.

Uh, yes that would work. I don’t see the need. What I’m getting here is,

lk, dash, RRF. But why? The lk wouldn’t stun the opponent very much, and while you were dashing, you would get creamed heavily (unless you performed one of those bizarred situations where you dashed OVER the oppoent x_x, but that requires special circumstances). I would use dash -> RRF as a surprise. For combos, go directly, for example, cr mp xx LOV/RRF.

let me give u an example and offer u exactly what i do when i play.

i begin throwing lov’s no matter what the opponent does. if they block/parry or get hit is benificial to me because i am winning from this position. i keep the position of throwing them because if they begin to parry. they may start to parry every lov but if one slips by, i am up on life. from running away and launching lov’s and reacting to them GETTING IN on me that is how i land damage… on the recovery of many missed shoto sweeps… or the red parry of ken’s SA3. that is the focus of my play style. but sadly i suck and still have a long way to go till i’m at the level to get this atleast 70% right now i probably only win 45-57% of the time. but i surprise myself sometimes as well.

i’m an ok remy player tho… so i guess u can call it turtling or defensive playing at first but i’m just thinking of the fight as a slow race… with the timer. i’m throwing free parries. if the opponent parries it its bulding his bar with will speed/pace of there bar at a rate that YOU control.

lov should be translated to “Throwing Free Parries”. think about it as the damage itself isnt there but to mark it up a notch so your up on life against the ticking timer. its like nats flying through your teeth as u ride your bike through hot ass miami. u just brushed yo grill nah its all torn up.

but i’m rabbling… i need to stop smoking…

Try it out ppl its not that boring and its pretty fun just to see how annoying or “Gay” u can make your Remy.

i know what ur saying…but i really don’t think that does anything against anyone with a good amount of patience. You aren’t doing anything except making yourself predictable, which WOULD be an advantage, cept Remy has enough trouble “tricking” opponents or even baiting shit and punishing it without being predictable. If Remy had options that are hard to anticipate/stop, or taht at least did a lot of damage, then yeah this strategy would be good.

BUT…

He doesn’t. You can risk a lot getting in on Remy, and the Remy may do some damage and cause some annoyance/frustration. But…when he gets hit, he will eat it HARD. And if the guy wants to fuck with your mind, he can start turtling against YOU when HE has the lead. What are you going to do then? Dash throw? Jumpin to get it parried? CBK to get it parried? Not much…it’s not good to play Ying/Yang (either extremely defensive or offensive). It fucks u over in the end.

Having said that, I think Remy should be played balanced. Mixup with random CBK’s, LOVS, dash throw, zone a bit with his pokes…run away sometimes…sometimes i test their anti-airs with early j. rh to trade with their anti-airs or see what they do if they parry…mix that shit up.

but ask yourself how did the opponent land damage on u? if u keep up with the offense and mix up from what u do when u manipulate them while they parry/block/hit the lov. u can keep them out because they have to take a risk be it a jump in or sweep. all other occurences of him being damaged is when HE DOESN’T have an lov infront of him.

it is up to the player to determine the response of the opponent-easiest way being the aid of a projectile in this instance. i’m not saying to predict the opponents actions from the raw but to actually set them up through the use of instances and traps that u worked through with the lov’s.

sorry i’m not good at explaining things.

well the thing is i dont think its a risk jumping in on remy…u can either trade in your favor almost all the time…or u can parry his easy to parry anti-airs and own him. And yes, I know the good anti-airs that remy has, but all the good ones he has are countered if u know how.

i can bait u to jump- if i KNOW your jumping dont u think i can cover that especially if your options r to either parry and do nothing or attempt a jump in move whats to stop me from dashing under u or away/late anti airing u with a jabs->short/jumping in the air with u/UOH. its stil going to damage u or push u back to where u started.

perhaps tho this system of playing is flawed because it takes alittle longer to deal damage which means u must keep away and not get hit for a long time outlasting the opponent.

well…here’s the thing…when i play against a remy, i won’t even bother to test the anti-airs…i’ll just a pick a high priority jumpin and prolly whore it until u start parrying it or until u start dashing back so i can get u in the corner. The problem with playing defensively with a character that can’t do much damage and can’t runaway well is that eventually you will get hit, and then you’re fucked.

12 is a good example of a character who can’t really do damage either, but can at least runaway relatively safely with air dashing. He also has a long range normal (s. rh).

if i parry it wont i hit u back?

if i cr fierce it and rrf arent u in the corner?

u r down on life and i am building bar now.

bottom line u gotta get lucky when u jump in.

Yes Geese, thanks for regurgitating what I said -->

As for jump-ins on Remy, they generally aren’t too effective. It’s obvious from your statements you’ve been playing amateur Remy’s. You won’t even get a chance to launch any sort of arial offence when Remy smacks your ass outta the air with an early MP. And even if a Remy player wants to meet you in the air, basically as Everdred said, LP/LK swats that shit away. Even better is air MK, when used in a straight jump destroys everything.

The strategy with Remy is to control where the opponent is and where they can go. Remy has perfect normals and specials that compliment this. Everdred has the right idea in stalling the opponent with LOVs, but any jump-in attempts should be removed ASAP, since if you let your opponent jump in, they’re getting closer to you.

I’d say you’re pretty advanced. I learned much from this topic initially (especially Everdred’s notes).

this guy is so humble.
few of them here in srk.
:stuck_out_tongue:

learn something new every other week.

nah i really do suck =)


ok ok i found out something… its pretty big news to me anyways

charge times for LOV’s r all different and broken down into 3 length groupings…

jab and short charge is the shortest
strong and forward r in the middle
fierce and roundhouse charges are the longest.

these charge times rnt that distinct and only come into play and r only noticable while u switch button strengths in rapid fire sequences.

u can start doing rapid fire off of ONE toss but u would have to store the proper charge needed for that next LOV.

example: if i throw a jab LOV and charge as soon as possible for a short LOV i can have it come out as soon as the animation for the jab LOV finishes only if i store enough charge just for the short LOV. (actually a tad bit after depending on how far away u started throwing from)

but this doesnt work if u dont have the proper alloted time for the strength of the LOV u want to throw.


this means that u can have 2 LOV’s coming at the opponent at anytime u wanted if u got the precise timing down for the next LOV from a jab LOV toss.

i dont know how i did it but i swear i broke the ending animation for the jab LOV toss and threw a short one.


oh shit found out something else

when u get rapid fire started stop on purpose, dash forward holding another LOV and u’ll have instant charge for more LOV’s it lasts as long as your charging for another LOV and u lose it as soon as u stop charging for them.

hmm… that’s intersting.rapid fire then dash then rapid fire again? i already know about the charging time for the different strengths of LoVs coz i’ve noticed it everytime I do rapid fire against the CPU.i want to try the rapid fire + dash + rapid fire.its too cool not to try it!anyways, does perfect charge (like you said on page 4) work also on on rrf? I’ve tried what you said on perfect charge and hell it works!i’m just wondering if it wil work on a rrf too…