Everdred Teaches Remy

I used to like SA2 a lot, but then I realized if you use SA1 effectively you can do alot of damage, specially if you have two bars. The trick is to learn when to connect it.

dont know if this is an old trick or not.

cl. mp, cr. lk, RRF. 3 hits.

you have to do two short breaks before you land the cl. mp. i did it by crouching twice, moving closer each time before the mp, but im sure there are many ways to land it. cheers.

edit: i found out the hotel room isnt 70bucks a night. its 70bucks for the full four days!..thats split between 8 ppl.

i used to do that cl. mp cr. lk rrf but it sucks when miss. oh, and now you tell me it’s only 70 for the whole 4 nights after i spent 300 on an xbox, 3S and a hori joystick plus joystick input converter?! graaaahhhhh!!! if it’s that cheap, maybe i can still join then. plus i’ll get plenty practice from my toys

ei dennizen…how are you…or should i say "musta n?"i play at sm sucat…remember me?so when will you come back…i havent seen your goodplying with remy for a long time…amd can you give me some good setups plays for remy…i’m the only one who plays remy at sucat…help nman…

sino ka? ariel? i have nothing else to teach you beyond what you see me do back then. besides, it’s my own personal style and you have to get used to your own. bottomline is, tutorials tell you what things do but it’s still you who applies them. for any young aspiring pimp remys out there, you should learn

1)hand-eye coordination
2)anticipation
3)defense

you can start by watching PORN while other people are around, why?

1)hand-eye coordination:watching porn while touching yourself (you react on what you see in the screen and helps with manual execution)
2)anticipation:expecting that someone might just walk in unnoticed (you react on something beyond what you see and you expect)
3)defense:keep a free hand on either alt+tab or alt+F4 or hover the mouse on the media player/dvd exit or stop button at all times. (always be charging or charge partitioning)

see? lol give me your email and i will write you everything i know

ok, the damage sa1 does primarily for me anyways comes as a distant anti air as they jump forward or backward. also chip damage and push back if they crowd u

either after u throw a normal lov or not… its all good.

another thing i notice while in the corner and u have a lov out… try canceling into sa1 while they go for the parry for the lov… if they mess up there timing parrying the lov will stun them long enough for the super to hit them.

when throwing lov’s sometimes its nice to be in the air so if they parried it while jumping forward u can catch them with a jumping fierce since the parry makes them come at u high enough for the fierce to hit and juggle with rrf.

far fierce is good to throw out after a lov cus it gives frame advatange and lets u charge another lov to throw right after it.

the only time cr fierce is good to use is when the opponent starts hovering over your body by jumping straight up repeatadly… not for a normal anti…

your anti airs should be your lovs and your safer normals not… cr fierce.

sometimes i use SA2 when i dont feel like using a super. that way i have the extra meter to build up and burn. the damage SA2 does is nice to land against characters with a weak tolerance for damage.

damn those two meters take time to build though! on top of that i end up switching my style at random from using lots of ex moves to ā€œok, now i wanna do a super,ā€ and then comes, ā€œshit, i wasted it on ex!ā€ chances are if both meters are full its third round already, which means im either really comfortable using remy or the other guy is a douche. usually the later is true.

SA1 is great for all the reasons everdred has been posting about for i dont know how long now. not much to add to his list either. the only problem ive ever encountered using SA1 as an anti air is when it gets parried. usually just a few get parried and they eat a couple LOVs. so what though…if youre using it as an anti air those few LOVs that hit did the job they were meant to do.

before i never used SA1 other than for neutral throw in the corner and the lk xx. after seeing so many ppl jump towards me from a distance in a desperate attempt to score a cheap shot, it seems like ive been missing out on this SA1 action for too long.

SA1 gets a :tup:

well u also gotta look at the jump angle and fall speeds of the other characters…

for the shoto’s sa1 can be good especially vs ryu and gouki since at a distance if they jump there hurricane kick doesnt let them travel far enough if they just jumped to close distance half way. ken might ex hurricane so that’ll close distance.

for the twins i rather use sa2 cus there jump angles r pretty sharp or they jump far enough to be right up on me so i basically play to land sa2 then… low lov meaty cr strong super, or if they just block low everytime to not get hit by the lov thats when u start whiffing lov’s and uoh. then after they start blocking the uoh u whiff that and throw them… lots of shit to do with sa2.

Whenever I see a Remy vs Yun fight, it seems to me that the Remy player never handles Genei Jin pressure as well as he could. When the Yun activates from across the screen and then tries to pressure, I would think that doing an EX lov or SAI would be a good idea. Hopefully you hit the Yun during his dash, shoulder rush, lunge punch, or whatever he’s using to get close to you, but even if you don’t, you make him block or wait to parry it, and that takes a second or so off the Genei Jin meter. That way, he has less time to pressure you and, if he hits you with it, you take less damage because he has less combo time. If he jumps over your lov, no big deal, Remy has great recovery on it so you should be ready to block by the time Yun gets on you.

I see a lot of really good Remys play, though, and there must be some reason why they don’t do this. My question is, what is that reason? I hope it isn’t that they don’t want to use the meter, I tend to think that the life meter is the important one to guard.

i use SA2 on the twins cuz i can usually score an easy parry, or like you said, take advantage of the angle of the dive kicks. usually the dive kicks are either right in front of you, parried lower half of remy, parried upper half of remy, or cross up.

right in front of remy is a toss up. they can cr. lk to dash punch, command grab, throw, or parry your cl. mk SA2 attempt. id just UOH that, nothing more.

parried lower half of remy is ideal for landing SA2. they cant do a damn thing because they still lag in the air and on the ground before they can block or counter. if you dont have meter you get a throw for free.

parried upper half of remy is tricky too. trying to throw right after will whiff, waiting then throw is a toss up, and since yun is so damn quick he can either punish your indecision or jump up for another dive kick. easiest way to beat a dive kick at remys upper half is a close jab. stuffs it every time, and seems to be annoying.

crossup dive kick on wakeup is tricky but not overwhelming. a cross up attempt not in the corner when parried, if i remember correctly, lags a little longer and hits higher. i usually jab them out of the air.

cl. st. lp rules.

its those damn kens i really have problems with. persistent little buggers.

question.

do all of you constantly throw sbs using charge partioning ? or do you sometimes do it normally?

I noticed that when I try to focus too much on charge partioning, I lose my game.

blah~~@@

comments?

When I play around w/ Remy (not often, just casually), I end up charge buffering a lot more than charge partitioning. I haven’t really focused on learning it, but I think by playing more, it naturally gets incorporated into your gameplay.

Don’t CP in matches just cause you can… use it in situations where it’s helpful/needed. Eventually, I’m sure it’ll just happen w/o you even thinking about it.

^ yeah I meant buffering…

I charge buffer naturally… just charge while poking w/ st.mp, fire a LOV, and keep charging while I fire. It’s so fun zoning… haha.

Basically, I always hold back/down-back when playing. Probly not the best idea, but as long as I keep holding it, I should have charge to do an LOV.

phd and everdred: i just got my xbox, xlive and joystick and now im just waiting for the game itself. wanna play? so how do we do this? time to get real scientific with remy :stuck_out_tongue:

i have a joystick and the game, but i dont have a xbox…dont ask.

if they r right infront of me i whiff cr roundhouse sometimes…

yea i always wanted to know why they dont do anything either? maybe its because they dont have sa1 for that fight…

other than blocking or trying to jump back/dash back LOV, i would much rather try to do something on the later half of genei and not right away. i’ve had ex flash kicks stuffed by this thing far too many times. sometimes it trades but not all the time on your favor. sure you can trade with yun but you’ll be in the air while he’s on the ground recovering from the hit and able to juggle you still. and we all know that the post genei combos are just as damaging as the real thing. if not, a bit more. if you would look at the ranbat video, the only time KO did’t get anything with genei was when take hit him as soon as he activated the genei. or that’s how i remember it at least. or what am i saying???

as for lotus: you have to find a better way to charge/cahrge partition as charging so much all the time will lead to a rather defensive play. charge in between normal moves, cbks, dashes etc. it’s really more of a physical issue for me though. (tricep problems) hey, ask phd, i’m skinnier than remy

The thing is, if you wait to try to stop Genei Jin until mid-way through it, you probably won’t be able to without taking on too much risk. Plus, by that time you’ll probably have already taken some damage or even been hit into a full-on death combo. I’ve seen Genei Jin trade with Q’s SAII, so just about anything you throw at it can be stuffed. The safest time to try to do anything about it is at the beginning if the Yun player activates from afar and tries to close in on you, and the safest things you can do are lovs and SAI.

Meh, I guess I’ll try it out for a while until I find out why it isn’t a good idea. There’s gotta be some reason the good players don’t do it.

you cant really do much to stop GJ once its activated.

you might see a chance to knock yun down and buy time on occasion, but there really isnt a definitive offence that only the ā€˜good remy players’ use.

if they know how to use GJ they wont start it at the other side of the screen unless theyre really afraid of getting near remy.

yuns super jump, timed just right, usually avoids SA1 altogether, and tends to end in a dive kick to the face…

i have that ranking battle vid of TAKE and OTB yun. i have a feeling theyve played each other many a time before that match took place and sort of knew what to expect. it was a sweet few matches though. he landed SA2 3 times altogether, twice off of a UOH, and the one where he stuffs GJ upon activation.