he’s just storing the next lov during the toss animation. notice how he walked forward then back then forward to throw it. the back motion completed the charge times for the moves and the crouch motion ended the charge timing for the RRF.
I was saying the options are there. Remy has enough tools to keep the opponent at bay. He has adaquate attack options close up when he has meter stocked. He can effectively knock out anti-air attacks. The options are there, whether they be as effective as you’d like or not is irregardless to the fact they are available.
If a Remy player has allowed the opponent to close in; then they’ve basically committed a fatal mistake, and that’s the fault of the player, not because they were playing a specific character.
I will admit it’s easier to move in on Remy than most players, but while doing so, the opponent IS leaving themselves open to much damage, and it’s possible to lose the whole match with a reckless mindframe of full frontal offense.
I see where you’re coming from with the argument, since it’s well known that Remy doesn’t have the best stamina, but it’s false to claim an solely aggressive strategy as the best against a Remy player, since Remy does have enough tools to take care of overly aggressively players before they get in on him.
And again, you’ve made a general claim that it’s easy to jump-in on Remy without providing specific examples or explaining why.
I’m going to assume it’s because the air attack will stuff Remy’s normals, or a trade-off will occur against Remy’s favor? Or what, exactly?
Well from experience I’ll give you one example. Urien. Max range j. rh beats the anti-airs, and unless the Remy can charge partition well, and do dash back, LoV or something, it’s very tuff to stop him from getting in. Once he lands a j. rh, he has the option of jumping in again with a j. rh to test the Remy’s reactions, or he can use the stun of the j. rh, and dash in throw, or even use the j. rh as a setup for a forward Shoulder xx Aegis to push him into the corner. So basically, free damage will come from one blocked or connected j. rh WHICH has more priority then any of Remy’s anti-airs, and more REACH then any of Remy’s decent anti-airs. And yes, as a Remy player, I would try to keep him off me by using s. strong, meet him with j. fierce in the air, or jump up and do my own rh to beat his, but EVENTUALLY (and i admit this cause i know this matchup), I will have to block something, and if the Urien is GOOD, he will capitalize BIG TIME on this, push me into the corner, and own me unelss I get a psychic block on him.
i think u lose not because your using remy but that the other player is better than u. if urien is in reAch to hit u with jump roundhouse that means your just not in the right position. if u know they will jump and roundhouse move back so the kick falls short and shoot it with an ex LOV.
or if u can anticipate the jump in if u get right under him so the foot is coming past u, u can cr fierce it without it trading.
only times he’s able to pin anyone with a jump roundhouse since his jump is kinda slow is if u r throwing a LOV or your in the corner. if u can back up or move foward past it, it wont hit u.
see i doubt your good enough because u said in your own post that the player has to be good enough to partition and blah blah blah if they r and can see it coming then it shouldnt be THAT MUCH of a problem. one urien jump roundhouse isnt going to effect anything especially if it took him 3-4 trys to hit u with it. a good player would have been up on life anyways if this was urien’s plan.
and dont say urien jump in combo because if u r in position to be hit with anything that combos or sticks u to the ground after that roundhouse then its your fault. its not that easy to be in the proper position to do an actual jump in with urien because the cr fierce has to be close to hit after and a far strong punch after the kick might not reach if u actual just barely hit with the roundhouse.
sure he did a dash in throw after the roundhouse but thats the only thing he really can do that’ll come out quickly enough after the dash.
everytime urien jumps short missing a move u can fire an LOV and hit him while he whiffs. then once they work to get in enough to have a deeper jump in u can just dash underneath him. he needs meter to do any pinning down because u have LOV’s stopping him from dashing up and u mix that up with repositioning and mix up anti airs if he wants to jump in and parry something.
urien cant get infront of remy easily and stay there to dash and throw or any of his reach in pokes because u can just play to recieve his attack and move out of the way hitting it and then moving into another area for him to come to that u planned out AHEAD of time to punish him for chasing u to.
WTF MAN? I post something simple that I’ve seen done a lot and have done myself then you post this UBER THEORY post? Shit man, posts like that make me wanna just quit this thread and let you guys in a dream world where Remy has all these crazy good options to keep everyone out.
Oh yeah, I’m just gonna leave this thread with one last reason why Remy can and most likely will get owned. When someone gets close to him, all of his push out moves are parried high (cept c. short). Educated parrying owns Remy so hard it’s not even funny. And if ppl don’t think this is a valid reason, and respond with a total theory post, then props to you or w/e. I’m done here man.
The only thing that Urien can do in front of Remy’s face is basically a throw. Knowing this, a Remy player will go for
a. cr. LK xx SAI (safe, even if blocked)
b. tech the throw
Doing anything else with a Urien player will get stuffed by, more than likely, Remy’s cr. MP (into LOV, RRF, SA)
And sometimes,
c. UOH
Urien’s jp. HK is difficult to counter when set up perfectly, but as the brilliant Everdred said, if there’s enough room to even move an inch forward or back, it can be countered.
It sounds like you’re venting frusteration from what you feel was/is an unfair/uneven match. I’ve personally played some Remy vs. Urien, and I don’t think I ever let the opponent have an ample opportunity to land the jp. HK since I was either
a. too far
b. too close, and whenver they jumped, a st. MP slapped them out of the air before anything happened
… Looks like you did something wrong. Read the strats above.
… uh, and I do believe he has some excellent options with UOH xx SAI, cr. LK xx SAI, which are both extremely safe, pretty much negating this “point” in your argument.
No I agree totally. The thing is, if you’re playing Remy and you’re getting your shit parried, you’re playing too obvious of a game son. I mentioned in many of my past posts (as well as others who have contributed to the Remy strats), that one must catch the opponent with unorthodox attacks when playing as Remy. For example, RRF = not an anti-air attack. It’s not a valid reason. Thank you, come again.
Bah, I just deleted my post I had before too much stuff…reminded me of ur guys’ posts.
Bottom line is that j. rh gets in on Remy pretty easily. Then you can dash. After you dash, if you low parry, then immediately throw, this creates an option select throw setup. If Remy threw out anything that is quick enough to beat a throw (c. short, c. jab, c. strong), it will be parried, then he gets thrown. This is just one of the many options that are highly in favor of ppl playing Remy. Remy depends on hit and run stuff. He doesn’t have good bread and butter damaging combos. Off a parry, Remy will suffer a lot, and he is easy to parry. I am done with this thread officially, if you guys want to rant on about how Remy is so good, and it’s so hard to get on him, that’s fine. Peace.
Everything I’ve posted are ways to evade many of your “death traps”, so they’re hardly rants, nor do I have the desire to rant in anytime in the future.
Remy’s moves are easy to parry, I already agreed with you on that. And I also said as a Remy player who knows this, one must then fall back on unorthodox attack patterns. It’s basically what the whole issue is when you set up a LOV for your opponent to parry, then attack them.
As for dashing and parrying Urien, Remy’s still got UOH or just outright throwing the guy as he attempts to parry. I’d say jp. back HK, but that would leave you in an uncompromising position, but the option is there.
Dude, UOH in response to a dashin? Who does that seriously? Unorthodox is the easiest thing in the world to justify WEAKNESS in 3S.
“Remy is unorthodox, and this throws off a lot of ppl”
TRANSLATION: Remy sucks, and he needs random shit to sometimes get the guy off you for a few seconds before you die.
If you’re going to back Remy up, don’t just say “unorthodox attack patterns”. That means nothing.
geese u remind me of Bush, u say alot of gosh darn obvious answers that when really thought of… r all redundant and over drawn (AND EXPECTED I MIGHT ADD).
EDUCATED PARRYING OWNS REMY
news flash…
EDUCATED PARRYING OWNS EVERYONE!!! EVEN CHUN!!!
all remy’s pokes that push out or high pokes
YEP THATS WHY I DASH IN LIKE A SCRUB TAP DOWN AND HOPE TO EITHER PARRY AND THROW OR THROW!!! TOP TIER STRAT TOE G!!!
cr short is buffered into low LOV, what happens next? guess what, u just took block damage cus i know gosh darn well that if u say all of remy’s push out moves r high why the fuck r u parrying down BLINDLY like a scrub?
come to ny (LETS PLAY) i may not be the best around or whatever but i know enough by what u’ve said and provided that u just know surface level shit that scrubs pass around to eachother and preach like its the gospel.
remy is alot better than u take him as his only bad match ups r against TOP TIER and who else? he breaks even or gets 4 to 6 with every other character who isnt top. he loses because he cant take damage but if u avoid taking any risks and fighting (yes AVOID FIGHTING) u’ll win.
u’ll answer back cus i know your not done sharing your INFORMATIVE INFORMATION.
remy can’t hit confirm worth shit. Parrying wrong against Chun means u eat a lot of damage. parrying wrong against Remy means u ate what 5 or 10%? The only random guess that can lead to damage is if u parry high and u eat a RANDOM c. short xx sa1. Parrying wrong against Ken means u eat a lot of damage. Parrying wrong against good characters means u lose a good amount of life, because most characters have options that lead to hit confirmable and damaging shit. Remy has nothing. All his hits are either to setup throws, or to pushback. He plays old school style in the sense that he depends on push strings to get ppl off him. And that’s his weakness right there. He depends so much on getting the person off him that the other guy can just guess a parry and chances are if he guess wrong, Remy won’t (because he cant) follow up with anything. Low parry beats:
c. short, c. jab, s. jab, s. short, c. strong
I think it’s safe to say those are Remy’s main moves used to get ppl off him, or a combination of these moves. So let’s say u get in on him and he does hit you with something. Chances are that he’s going to try to get you off him with another of these attacks, which allows u to guess a low parry, and most of the time u’ll guess right.
But let’s not forget Remy’s other scary option. His kara-throw. Oh no. A throw. That is a major incentive to not random parry him. 10% damage. Ouch.
Remy plays nothing more then a scared little bitch. For ppl who are not used to him, yes he is annoying and can win just from frustration alone, but for top players from Cali and Japan, I highly doubt Remy would do much. These are players who capitalize on the one hit they may get after 50 or so seconds have gone by.
btw, im done with this thread. You guys can think Remy is good and all. I like him a lot and i Know hes not good. So yeah have fun.
lol @ you guys still defending Remy.
hahahahahahahahahahahahahahahahahaha.
after every LOV, remy walks forward. By the rule of partitioning, every partition cannot exceed 8 frames. remy surely walks forward more than 8 frames to me. In other words, I still do not understand how this shit works.
The attitude displayed in this thread is one reason why I basically quit 3S and ALSO the reason why I still occasionally play (but not for long). Because people give up incredibly easy on anyone whom they haven’t seen win a major tournament.
- Parry owning anyone.
If you base your game on parrying , you will almost certainly lose against a top player. Guessing is to be avoided at a high level.
- Remy can’t do anything up close.
c.short / EX CBK / Throw
c.short xx Supreme Rising Rage Flash is very possible to do on reaction. EX CBK against low attack/ Throw. And the Neutral Throw will give Urien a rather hard time to get back in again. Doesn’t matter that it does like 10%.
- Remy can’t hit confirm
What’s the difference in terms of difficulty between Ken doing c.forward xx Shippu on reaction and Remy doing c.strong xx Supreme ? Oh, yeah, I’ve seen the first one being done about 500 hundred times in a match video.
- Remy can’t do damage
I’m not saying that Remy is mr. rushdown, but there is a serious hypocrisy in that Chun-Li argument.
Chun doing a lot of damage is based on her having METER. Remy not doing a lot of damage is based on him NOT HAVING METER. Hold on, why compare the two situations to each other like that? And why even assume that Remy has to use SAI ? SAII is his best for most matches in my opinion.
I’m just trying to put the record straight because so many people seem to play like there only existed 3-7 characters in the game.
I’m not saying that Remy is as easy to win a tournament with as Yun for example, because it’s not, but he has got way more options at his disposal then people usually give him credit for.
So, anyway, Remy is somewhere mid-tier, most likely low mid, but that’s no reason that you can’t win using him. If you can show me
evidence that Remy just sucks, I’ll happily confirm it and say “YES! Remy sucks!” It’s not like I want to sit in a bunker just having some rigid opinion fooling myself into that Remy is the nr1 chara in the game.
Btw, I won’t respond to anything regarding that subject here , unless the discussion stops going in circles.
My “discussion” stopped after reading this:
K thanx, bai. If you come back one more time and post Geese, you’re a serious loser.
gee archer u chose makoto because she’s so NOT RANDOM?
we all know remy aint all that and a bag of chips, but if u go in thinking “Double Damn i’m fighting ken he’s got an advantage on me DAMN!!!” your just defeating yourself before u can do anything.
its just u cant have that negative attitude no matter what the match up is. sure u know what the other character has and u must RESPECT that but u shouldn’t forget what your character can do and WHY YOU PLAY YOUR CHARACTER.
yea ppl here will defend playing Remy because we all take him as a SERIOUS CHARACTER. not just some low tier character that falls off the chart on a tier list. we all go to our arcade and put MONEY into every win or loss we have. dont u think we know he’s takes massive damage? dont u think we know who’s more convient for x situation. but we choose to play remy because he’s a fun character to really learn and the difficulty he has to him is what makes him the character that he is. he’s complex yet has elements of him that make him a complete character but puts more trust in the players hand to get the win itself.
u only become better by facing ppl better than u and characters that beat your own. so why not play remy? the satisfaction of knowing that YOU YOURSELF beat the guy standing next to u, not the character that u chose is what makes it great for me. but everyone is different and sadly most ppl rather have alot more empty wins over subpar ppl with subpar tactics as long as they WIN MORE.
this attitude kills me about the competitive fighting game scene. where is the soul behind the character? why do u wanna win by any means sacrificing why u started playing in the first place for…
because its FUN, interesting to learn the match ups and mastering technical manuevers to reach a goal… to win by your OWN terms. not someone elses. thats why japan is so good, because they try everything and know that this game is too deep to work on multiple characters. if remy was such trash no one would play him in japan. there r ppl there who i bet think just like i do and these other dudes that post here. dont make assumptions from seeing vids or reports on tournies and all. look at the single individual games themselves because all that other stuff really doesnt matter.
he’s not partitioning i think he’s just charging the whole next LOV while he’s throwing it. thats why he’s able to walk forward and RRF because he has a full charge already from holding down through the last LOV toss.
but then, the charge u gained from the previus toss can stay for THAT long?! it’s like back>forward>back>toss>a litte bit of crouch action>walk forward for almost one second. The charge is still effective after like a second?!
yea, it stays for a kinda short time but long enough to get a couple steps atleast. u can try it out in practicce mode to get a feel for it.
throw a LOV then charge another like your going to throw a second for a rapid fire instead of throwing it since u have the whole thing charged u can move around as long as u dont charge any extra then release the charge by tapping back to forward and punch.
i recently started working on patterns for LOV’s after watching this one remy player from the carol third strike match posts.
like the already stated high lov dash forward then back and throw another then go into rapid fire from that position.
the dash back and lov is nice because if u dashed just at a good enough range and out again u can tag them with a shot while they try to sweep u out of your forward dash. low roundhouse lov or low ex lov.
once u have the space and time to do this (after u get a knock down) then u create a range game where now after dashing in once after a lov u can see if they expect u to dash back and lov so u have them second guessing where u r positioned on the ground. so u can go for lov follow ups if u choose to since they’ll be grounded. u can also mix up stopping mid range or dashing in again to close distance with the last lov u threw still infront of u.
played against hugo tonight and one thing that was nice about this fight was that the player was able to parry well and advance forward. so while searching for something to counter his jump in and parrying i started doing standing jabs.
the st jabs work nice because as long as u keep tapping it they’ll have to keep parrying if they get hit they flip backwards allowing u space (or a mix up if u advance after them).
another mix up from this is when u decide to stop tapping jab and substitute a throw. so they’ll parry x amount of jabs and then u decide to throw whenever and they’ll land right on it because they’ll be so low to the ground during that whole parry trap.
hey i can finally do charge partitioning already especially the dash+rrf!!!it didn’t strained my hand anymore.i guess i strained my hand coz i’m doing it the wrong way.once you studied and understood the partitioning concept properly, you can do it properly and with ease…thanks to one forum here that i read (aside from this one),i finally understood the concept.i kinda gave me a clue how to do it.i’d like to thank you guys for the info and the time to answer my questions.anyways i’d like to ask:
1.when is the only time to use the dash rrf?you guys told me to not to rely too much on this and i’ve seen what you mean but i really want to know how to use it properly…
2.when is the only time to use a cbk? i’m asking this coz i want to get rid of my habit of doing a cbk after throwing a lov and i’ve been punished for that…
3.what is the best super art to use: SA1 or SA2?does that depend to which character your facing?
thanks for again for your help. and to those guys here who treats remy like shit… go be stupid somewhere else.narrow minded people here are those guys who rely on the tier crap and doesn’t have the balls to fight fairly