Everdred Teaches Remy

i do cbk when i guess my opponent’s oing to dash in, especially after i dash back.
I use SA1 against remy himself, hugo, alex, ryu (SA3 only).
I use SA2 pretty much against most of the other characters.

I don’t use this enough to reply with any reliable answers. I think Everdred might be able to pull this weight.

There’s a whole thread entitled to answering this. I’ll draw some points of interest from that thread;

Glass said:

Everdred said:

I said:

Nanitaberu said:

Liquid Twilight said:

Some Remy players swear on SAII, others on SAI. I’m of the latter. Fact wise, SAI is one of the safest SAs in the game. It doesn’t do incredible damage (though it’s decent), but it has two bars, so you can use an SA if you get the chance, and have enough for EX usage. SAI, if applied properly, can be used as an Anti-Air attack. I’ve also launched opponents (using cr. HP, doesn’t happen often) into an SAI.

SAII does more damage, but is left exclusively in the field of usage in combos. If used as an Anti-Air by itself, it won’t register all hits if done early and the damage will = teh suq. SAII is two bars, so EX usage is great as well.

With Remy, the majority of your meter should be used for EX LOVs/RRFs, so I will say, pick whichever you feel more confident with.

My mentality is, cr. lk xx SAI. Safest/most effective move ever. Again, though, your call. I just like to feel really safe when using Remy and still having the option for a SA.

That really depends on how you define safe/effective.

SA1 is fun if you’ve cornered your opponent and neutral throw into it. You can also use SA1 after a low LOV with relative safeness, that is if you happen to have caught your opponent in the habit of standing at the right time. (You silly standing bastard). But…

cr. lk xx SA1?..safe?..effective?..:wtf:…

Doesn’t SA2 also have two meters?..Doesn’t SA2 do more damage?..Don’t most Remy users feel safe when landing a late xx SA2 from a st. mk, or am I crazy?

I tend to play Remy alot. Pretty much nowadays, I play only Remy, Yang, and Elena, in that order, so Remy is the character I play most. The people I play against say I have a good Remy, and are always raggin on me for ‘handicapping’ myself by playing a ‘lower tier’ character. But that doesn’t matter, I like playing Remy and want to stick with him. I mean, when I can pretty much cut it even when playing against good Chuns, Ken’s, Uriens, and Yun’s in tournaments, I think I play him pretty well. As such, I have a few questions about higher level play.

First off, I don’t charge partition. I mean, I probably do, but not conciously. I started to learn it, but I never really found the use it it. I play a very simple game with a few mixups, and rely on c.strong/s.strong WAY too much.

To get into specific matchup problems I’ve been having: Chun. Chun is a bitch to me. The one guy we have down here who plays Chun hardcore has started adapating a ‘b+fierce outside of poke range and buffer to super regardless’. This means my random s.forward and random s.strong pokes occasionally get smacked by her hands, and he lands a free super. I guess the easy thing to say is “Stop poking chun” but eh… I’m just wondering if there are any deterrents I can throw out besides more LoVs, maybe a poke that beats her b+fierce? (Highly unlikely)

After watching some Japanese match videos, I saw a guy who was constantly jumping in with j.fierce. I find this to be suicide, at least against those I play with. Air to Air does this set up a juggle? They look like they can be hit, but I’ve never actually tried to RRF after an air to air fierce.

Does Remy have a ‘potential’ unblockable setup with short LoV + UoH or command f+forward, or is this automatically blocked if the first hit is blocked? (ps2 or arcade) I usually hit my f+forward, but is that safe at all? Cause it seems like at best I recover the same time as my opponent. If there is anything that can hit after a f+forward, I would love to know; otherwise I’m switching it up to UoH, c.short xx rrf or rrfs. (I use SAII and only SAII… SAIII when I feel like really dicking around, or I know I can stomp the person.)

Is c.jabx3 xx roundhouse rrf a reliable combo? Does this hit 100% if you land the last jab? I like alot of hit confirmation time since my reflexes aren’t as good as I want them to be.

Can you super cancel a LoV regardless of whether it hits or not? I could swear I have done this, or that the recovery on LoV is just ridiculously fast (EX: I throw LoV, opponenent blocks/parries, opponent jumps, I’m on autopilot and throw another LoV, opponent says “Sweet, free hit cause he’s throwing an LoV”, I cancel the LoV into RRFS, they eat a moderate chunk of damage. Is this what happens, or do I actually recover fast enough that I could do something else, like EX RRF?)

Anywho, the only people I find I have problems with are Chun and Urien. Ken is a pain in my ass, but since most Kens are hardcore about having something trying to hit you on wakeup (meat c.forward/strong, UoH) I can get of plenty of wakeup EX RRF’es and usually get enough ahead that I can either make them play more defensively and mix them up, or they go hyper-offensive and I can just turtle hardcore and win with more EX RRF’s.

But yeah, I plan on sticking with this long haired frenchman until he gives me back that loaf of bread I let him have like 3 years ago. Friggin frenchies always stealing my stuff.

Edit: Forgot the biggest question I have: Is it 100% necessary to learn and use charge partitioning in every match, or can I live without it? Is it something that just helps in mind games (dash rrf) or is the constant barrage of LoV’s actually useful?

its all tricks the more u have then the harder it is for the opponent to catch on.

if u learn to store charge then u get a free meal ticket for random LOV’s while they move forward or jump at u.

staying in one spot and poking makes it easy for the opponent to close in on u so its best to be an “active turtle” and expand the area u cover by dashing back and forth between it randomly throwing LOV’S out of there attack range so if they start to respond to the projectiles u’ll be able to decide whether to attempt anything or watch them whiff if they expected u to be in range.

for chun its a hard match but winnable but the thing is she has good priority but remy has the same in different areas. like if she does stand fierce or back fierce u can cr roundhouse it clean. i wouldnt do too many crouch strongs because that middle height range is where she lands her damage (fierce) when shes doesnt have super.

its best to play out of her ranges like if she wants to attack step away out of range from them and if u have a LOV stored its just a plus for u because u get to shoot her whiff with one. random ex low LOV’s stop her from coming forward into sweep range.

its a very stand offish fight where u can dash in and out freely when she doesnt have meter and harrass her as long as u go low when she goes high and u go high when she goes low. but for chun she doesnt have a good anti air so that guy jumping in probably had the right idea. jump roundhouse works well if u jump straight up and do it. its a good poke to go over her fierce if u jump straight up.

charge partitioning and storing just makes u the player more mobile and less of a sitting duck. its important to learn because with remy’s crappy stamina u need to be able to avoid attacks more than just sitting down and blocking like other characters.

after air-parrying my opponent midscreen,i do fierce then CBK hk the moment i land…is that by far the most damaging??

Is that j.fierce then land and CBK? I would think you could either c.fierce, RRF or c.strong, RRF. Or c.strong xx super. I know his j.fierce puts the opponent in ALOT of hitstun, like that one move of Dudley’s where he goes horizontal in the air… fierce or roundhouse?

And Ever, good stuff. I don’t stand still with my Remy, but I do tend to poke alot. Looks like vs chun I’ll have to use c.forward and c.roundhouse more. I didn’t even think to sweep, I’ve tried to remove the c.roundhouse from my game for the most part, but against her I might have to start using it.

The thing about chun is, once she gets meter I try to stop using LoV Since she just goes through projectiles. This leads to me poking more, and using the short CBK, which seems pretty safe (have to double check the frame data, in the office now so I don’t have a SFAE guide with me) but he’s never punish like c.strong xx short cbk, and chun has that 1 frame c.jab that I figure punishes damn near everything.

Does SAIII counter supers? I’ve never tried it. I’ve been toying with it lately, and I think against alot of ground based initiatives like chun poking it might not be half bad. But it lacks the meter for EXes, so I probably wouldn’t use it competatively.

First off, cr. LK = really good.

If hit, OH NOES DA DAMAGE
If blocked, OH NOES DA BLOCK DAMAGE

Either way, how can they retaliate??? They can’t.

With SAII, if it’s blocked, uhm, well, you’re fucked???

Read:

St. MK is good, but how often are you going to land a standing attack, of all things? Truth be told;

cr LK xx SA / UOH xx SA >>> st. MK xx SA

Eh? WTF? Jp. HP is really, really good. I’ve had it trade out with Dragon Punches, RRF, you name it. It’s the combo starter of choice, keeps your body at a distance, and YES you CAN combo after hitting someone out of the air with jp. HP. It’s usually RRF, though I believe, like the standard launch combo, CBK, then RRF SHOULD be possible (haven’t tested this much … hmmmm).

The timing would have to be MAD tight. You’d need to toss out a LOV from pretty much 3/4 to full screen, dash up at least twice, then do UOH. There doesn’t seem to be enough time, even with a slow LOV :frowning: By the time you got to the opponent, they’d have blocked/parried the low LOV (or jumped???) and are ready to block high. A throw is a better strategy, especially if you train them to block a standing normal.

It’s safe ONLY if you’ve got a LOV covering your ass. I learned my lesson after being cr. forwarded into all kinds of headaches. I don’t recommend it, since afterwards, you can’t do much and you’re right in their face. I would recommend a UOH, and if it connects, SA (preferablly SAI … it’s safe, but you’re a SAII player … so uhh … yeah).

Character specific. Also, for it to land 100% on the characters it does work on, you need to tap that LP like nobody’s business. It’s possible to vary the speeds of the LPs, but doing so will cause the RRF to miss (!). For reliability, I only do two LPs.

I have … no idea. I’ve super cancelled from a LOV into SAI on a blocking opponent in Training Mode. I don’t know if this works if you’re attacking air though … dunno.

If the opponent jumps as you’ve tossed the LOV and you are mid screen, you will not recover in time. Also, even if you could canel, the window for cancelling would have been over. If you make it out of the LOV animation, and the opponent is jumping in with an attack, SAII that shit! Or if you don’t have meter, finally a use for cr. HP.

So, you’re BOTH in the air, you parry him, then HP, then CBK??? Technically, I think you can add a RRF at the end of this equation.

This depends. Know this: EVEN if Chun Li blocks or gets hits by Remy’s cr. MK, she can SUPER HIS ASS ON COMMAND. If your opponent knows this, you’re dead. Just test out the waters a bit, if they’re not retaliating, I guess it’s safe. Just don’t let this leak out beyond this board. Luckily, everyone’s too busy reading their Ken, Yun, Chun, Makoto and Urien threads :wink:

It does. The thing is that in some cases, the opponent will continue the animation, and hit Remy before he does his craptastic combo (at least that kick looks cool). So I wouldn’t recommend this SA for this use, if at all, I don’t recommend this SA.

its best to go for knock downs with cr roundhouse instead of just hitting her foot.

only bad thing about cr roundhouse is if u get the first hit blocked its curtains. so use this as a whiff punish or to whiff the first hit and slide the next one in just barely so the toe hits. or start it from far away so opponents dont see it and dash into it because the start up gets blurred in with the same motion of crouch forward and roundhouse LOV.

first hit can hit ppl late coming down from jumps.

another poke that is pretty cool is far roundhouse.

its nice because if u start it from far away enough u can kick ppl’s limbs while they try to build meter from afar.

if u got the opponent cornered and your mid screen u can press this as they step forward to come out of the corner but too far to reach u with a sweep.

Look, SA2 is prime choice for going against close quarters combatants like the 3 top tier characters because IT DOES MORE DAMAGE than SA1…one need not be a master of psychic parrying to land the elusive close st. mk. xx SA2.

Truth be told, if the force isn’t with you then just use cr. lk. xx SA1 exclusively…it does exactly what Sonic says it will do: -IF your jedi reflexes manage to bust SA1 after a cr. lk. IN CONJUCTION WITH you’re psychic ability to insert a lk. AND land it (as a hit), THEN a cr. lk. xx SA1 will indeed do said damage…

-Sidebar-

I just can’t imagine how anyone can invest any amount of confidence in a strategy that has this much potential for failed success, rely on it, and suggest its use to others.

-Sidebar terminated-

…In the event that the almighty cr. lk. xx SA1 is seen coming a mile away (due to its repeated use, caused by overwealmingly warm fuzzy feelings of safety) and is blocked, like Sonic said, you will likely reap the benefit of your opponent being pushed back by all the blocked hits and suffer no retaliation…which does what exactly, run the clock an extra 3 seconds? Block damage at best? A winning strategy of this sort just doesn’t fly.

The only solid uses for SA1 on a consistent basis are the ones I mentioned before, along with the standard parried hit> (insert favorite poke) >> SA1…

Other than that, cr. lk. xx SA1 yields dismal results against a rational opponent.

The only point I will concede to Sonic is that a blocked, or worse, parried, SA2 is bad…same applies to many blocked or whiffed super in the game.

its good to use sa1 after u see the opponent jump over a LOV.

i’d just like to ask how to do a standing rrf?(you know…stnding low p or k or mid p or mid k + rrf)it seems i have difficulty in doing this.i can only do this by chance.is it also part of charge partitioning?and also can you give me some zoning strategies and tips for remy.i just read that remy relies on a balnce play defensive,offensive and zoning.thanks

Hey, man, don’t knock on cr. LK xx SA1. In this case, I’m speaking from experience when I said I’ve been met with some very nice results.

It’s all about training your opponent and throwing out what is least expected. The speed on cr. LK also happens to catch many off guard and stuffs alot of attacks. That being said, the chances of failure versus success can’t be so easily calculated, as you’ve interpreted, but success is rather situational.

You’re also neglecting the fact that Remy relies on bar for much of his strategies due to EX usage. In this case, both SAI and SAII provide excellent EX bar usage, but only SA1 at the same time provides an adaquately safe Super if blocked.

SA2 does more damage, yup. That’s all it has going beyond SA1. They’re both excellent choices, I was outlining my personal preference, SA1. If you’re anti cr. LK xx SA1, that’s fine, I’m just saying it’s a safe option.

As for RRF out of standing attacks, pretty simple. Have a charge stored, set stick to neutral while pressing an attack (MP, LK, MK all close of course), then tap up and kick. It only takes a few minutes to master. It’s the only way to get maximum damage from certain combos too. For example, jump-in HP, st. HP, RRF.

…Throwing out what’s least expected, eh?

Why not train your opponent to expect you to play safe and then start throwing out what’s least expected.

The difference I’m trying to illustrate is that a Remy played craftily is more effective than a Remy played safely.


Ok Everdred, that one requires some improvisation:karate:

By the way, cr. lk. xx SA1 only gets all the hits if you catch them standing. Exceptions may include Hugo, Q, and possibly Alex.

I’m not convinced in the least. I won’t change my mind and begin selecting SA2 all of a sudden.

I’m not forcing it down other people’s throats either, since I assume they realize that what I post are strategies from personal experience and suggestions from personal experience as well.

If a Remy player decides to use SA2, all the more power to them, especially if it’s met with great results.

I’ve tried SA2, and I don’t feel confident enough with it to ever pick it over SA1. That’s as deep as my reasoning goes.

go to acho and download the new batch of vids. EXE’s remy shuts down a dudley pretty nicely.

Very nice. He gets a perfect on the last round too :wow:

No offence to that Dudley though, but he could have played a shit load better, and he ate far too many random LOVs.

So basically no direct linking?

?First, download the movies to your own PC, and then enjoy the movies please.
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??? So please download the movies before they’re deleted.
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i can’t find the remy vids on the site. can someone pm me the link? thx

Not to sound an ass or anything but I don’t think he ate random LOVs. Why I said that is because everytime I fougth against characters that need to be in close range to do some damage like Dudley,Hugo, ect. They will have a great disvantage because they need to get close so thus they will try to advance foward so u can do a shitload of set ups like using s.mp after they parry a hi lov if they are close to u for example.

I say this because of personal expirence since the last big tourney they did over here I won using a similar tactic.