you seemed to be doing fine with a solid stick and move mixup in the earlier rounds. then he seemed to catch on to that and looked for possible ways to get you to stay up close, or to weasle in closer himself, i.e., compulsively dash punching his way in (and eating ex LOVs for breakfast:rofl:). mission accomplished via your wake up game. on one hand it bought you the second set of matches. on the other hand it was somewhat expected for the final match. thats when the close range pit for pat poking ensued. his motivation to grab seemed to be lost and forgoten once he saw how well it was working for him, which is the only way i can understand his justification to forgoe any recognizable solid style of makoto. but hey, he did what had to be done nonetheless. Everdred style > Random makoto
kara UOH using roundhouse: it hits just out of cr. mk range. :rock: it really adds distance for whatever reason.
it takes about 6 regular UOH to travel from one side of the screen to the other, only four with roundhouse kara UOH.
oh, the joy.
why did u use sa1, i always thought sa2 was the way to go and yeah you do kinda run away.
i used sa1 because it hits makoto if sheās ducking. gives remy a low game with cr short into super.also its a good super for anti airs at a distanceā¦ i didnt expect to miss the hits like it did against makoto tho thats a very rare occurence.
i began playing remy as a turtle but staying still only makes it easier to pin him down, its best to reposition yourself by dashing back and forth and covering where u were with a cbk or lov so that if the opponent advanced forward u would hit them while they chased u.
if they start to stand still and turtle themselves then it gives u a chance to set up lov follow ups between your dashes in and out.
good thinking, i didnt tink you would use sa1 to juggle either. i always thought using sa1 to juggle or as a anti air, only one lov would hit and the rest would just miss if u know wat i mean. it looked like it hit when u did it but, it didnt was it a range thing tat made it miss?
yea its fun to follow the lovās as they juggle u can hit them if u dash u and catch up to them. alex gets juggled for a long ass time.
I tend to like using cr. hp a lot to land anti air sa1ās is this bad? The only time Iāve gotten all the LoVās to hit is once against Ibuki, and that was in training mode, but in general you can get 7 hits that do more damage then the standard 7 LoVās. The only thing Iām finding is that cr. hp is kinda hard to land as an anti-air, because it has such a narrow hit area.
Good matches, Everdred, make more! I was watching it at school with a buncha friends around, and when the sa1 anti-air failed, the entire group collectively screamed WTF!!! That match shoulda been yours, you did a very good job.
Ahh man I wanāt to see this vid but combovideos wonāt let me it gives a 404 error
Hi, im a new remy(new to 3S completly) player and I have trouble vs all of the turtling shotos online.
should I bother them with LoV and what can I annoy them with?
they also trip me a whole lot i think its c.roundhouse that they do and I always fall for it, what can I do to avoid this?
oh and when I go to jump in they will always shoryuken and continue turtle.
thanks for helping a newbie out.
Light. Of. Virtue. Forces them to come after you, instead of sitting in the corner all day.
Block/parry, retaliate with Super/whatever.
Air parry --> destroy.
Youāre welcome.
Well I also play online so I would like to tell u to parry but the timing is fuck up online so I suggest u to trow lov hi and low so they would be forced to come for u. In the case that u want to piss the off do a low lov and dash after it and grab(do this prefely at long distance) oh yeah if they get close quater with u poke them with cr.mp/ cr.lp and cr.lk. another thing use the cbk HK if u know that they will trow a fb since the cbk can pass over them if timed corectly.
PS: If u want better check out this thread from the star is full with combos and other misc stuff.
KILL ALL SHOTOS
o god x box live playersā¦ its best to just get a couple of friends and play against them. i cant even imagine using remy online with all that lag. how do u charge buffer? what happens when u lose the input timing on the cbk?
also if u r just starting out playing the game and u picked remy first, dont expect to win unless u play some scrubs. cus u really gotta be ACTIVE when using remy and if u dont know what to do on the move your going to just get rushed down blindly and die.
whenever i play someone elseās remy i just rush there ass down. if iām any other character like ken or ryu i just dash in for a sweep. if the remy player doesnt know how to charge and keep a LOV infront of them its a free win. the remy player has the advantage to have so much mobility but if they dont know how to zone they r toast. playing as remy requires a different skill set than playing any other character in the game. heās probably really close to the mentality of playing as twelve but thats it for character closeness. u gotta put alot of time into playing as remy and more than likely enough if u expect to win with him u really do have to be better than your competition.
Man u are rigth is not enought that I canāt parry the timing for charge buffer/partion gets realy fuck up. Even so I still win with people that have an S rank even so I have to be more agresive than usaly. The only thing good that u can learn in netplay is poking and grabing that and how to manage the armys of damn shotos online.
PS: Few times I could do the charge buffer,parti and parry online but that only happen if the conection was good.
ok so after some time of getting better iām back again with some more war storiesā¦
been able to win consistantly in casual and one thing i notice when facing the same ppl and showing them run away and keeping up fresh mind games is the importance of keeping your distance.
see the thing is all of remyās pokes stuff attacks as they come into range. u then keep that range consistant by walking or dashing backwards if they start to move forward. u can cover your tracks with LOVās that then set up visual movement patterns that the opponent has to reset there attacks to (jumping over, ducking, parryiing).
example: i throw a fierce LOV they decide to jump over it but they r confused by where iāll actually be when they land. suddenly getting either tagged with a cr. HP because they didnt expect or see me come into range for it/ or thrown for doing nothing.
u then have back dash lov tosses or cbk launches for anti airs if opponents jump forward. if u can toss a LOV u have the choice to set up an attack off that LOV or just merely mirror/shadow the forward movement of it to repostion safely or retreat by dashing away.
when opponents start coming in and uāve walked into the corner that is where u pick the moment to switch sides either using an ex cbk simply to fly over there head or sweep them while they parry the LOV (ppl get hit with it because they anticipate u throwing them while they parry, so if u havent thrown them through it yet do that first then next time u sweep them)
hey can someone send me everedās video on msn?
thx
Hey Ever just a sugestiong if the parry a lov and u are in range for a kara trow or normal trow for that mater do it do this serval times and u can mix it up like god with charge partion, uoh, etc especialy in the corner. Another thing I do is trow a hi lov, dash, low lov, uoh or cr.mp(if it conects rrf hp) then dash back blah blah.
Hey Ever have u ever faced good Oros? I find it easy yet weird.
Well, I found a little (extremely difficult) extension for my cr. hp, SA1 juggle from a bit back. Itās actually possible (on Ken so far only of Urien, Chun, and Necro as well) to tag on an SA1 in the place of an RRF, although the damage isnāt too hot, just thought Iād mention it. The timing is incredibly strict if you plan on getting more than 2 LoVās off, and it has to be done in the corner, though. Sadly, this is only useful if you NEED an extra 4 points of damage, as it only does that much more than an RRF in its place. Stupid damage reduction.
U are better of doing in the corner cr.hp, cbk lk, rff hk u could super cancel after cbk lk or rff but itās better after cbk lk. Also the timing for that combo is hard like hell.
Btw I was thinking if is posible doing reset with Remy?
cr HP, dash under, sa1 works
yea i played a couple of oroās before, one thing u gotta not let him do is do his double jump tricks on u while heās over your head. so while heās up there u can feint by dashing and changing where u r so he cant plant down for a jump in or cross over. then once he gets a feel for where he thinks uāll be thats when u switch up and cr HP him or jump up with him for a jumping HP.
on the ground just keep your distance and as soon as heās in roundhouse range all he wants to do is stun so build your offense around just being out of his roundhouse range and nail him with ex low LOVās to stop him from standing or coming closer to use any of his good normals on u. switch up punishing whiffs with EX high LOV to catch him if he decides to jump in over your low shot.
only time he gets damage is when he gets his chicken combo from a deep jump in or from super. if u prevent him from jumping in and have enough anti airs to keep him guessing jumping becomes the last thing heāll want to do. u get him grounded and use your superior range to shoot LOVās between his pokes to keep pushing him back and punishing any whiffs.
u push him back a couple of times thats when u can start doing dash LOV tricks because all heāll want to do now is wait for u to throw a projectile so u just play off of that with the normal projectile follow upsā¦ sweep him while he parries LOV after uāve thrown him while he parries or just come up short and let him whiff throw, kara UOH after the LOV to hop over his counter sweep if he thinks your dashing in after the high oneā¦ same old, same old.
what do you usually kara UOH with?