Sorry, folks, I thought SA1 was the rage flash super. Although karathow.com does say that the light of justice startup and hit advantage of the standing forward are exactly the same. The problem is that the distance from hitting with the kick will mean the super won’t hit them exactly as it starts up.
safest way to connect a SA1 (for me) is when you grab opponent in the corner/juggle with SA1 i usually use SA2. the best anti air! (lol) jab (parry bait)/pause for a bit/SA2. just do different timings.
i dont have DC and havnt played for a while. can u guys try connecting SA1 from an air-to-air Fierce? (and check the damage, possible follow up/reset, blahblah)
Question, is there a perfect (proper joystick motion+timing) way of doing the SB (anti air)/IMMEDIATLY followed by FK like the one RYO-chin did on the 5on5 video? too bad all 3 hits got parried and he lost. damn, i was rooting for him. = (
*damn you Ragnarok Online for decimating the Philippine 3S scene!!!
zar told me this…
charge a LOV hit standing strong and hold down while u throw it out then once the standing strong is done throw the LOV hold down for the other half of the RRF then hit up and kick for it to come out.
i dunno if this has been said but one of my favorite strategies is jumping within throwing range and doing a flash kick (i dunno what you guys call em) as you land…its faster than they can throw you.
there are 2 ways i do it…the 1st one is throwing a LOV, dash in while charging down, do the long jump (down and forward up) and then charge again while in the air…when u land, do the up motion for the flash kick…if they dont do an anti air they will usually try and throw but the flash kick wins out.
the other one is the similar…but instead of throwing a LOV, i just dash in and charge, high jump, charge, and early kick to make them think they can throw you when u land and then do flash kick as you land.
just dont do this too often…theyll get the idea after awhile
That’s a guessing trick. Guessing in 3s is bad. It’s not even an educated guess.:o
Guess wrong, you eat at worst a super or combo. And Remy doesn’t have enough life/stun bar to afford a guessing game like that.
just my 2 cents.
true. but everyone ive played never expect that from remy…they even dont really expect that from ken/ryu
its good because if done right, its faster than doing dragon punch.
in my experience, it pays off to do it once or twice in a game but we all have different styles
why dont u just jump in and do an EX CBK? less recovery time if they block and if it hits it’ll knock down.
if they crouch block it’ll just travel right over them and u’ll just recover in time after u land.
plus since it’s a CBK they cant hit your feet while in start up, so no low forward into super.
i do CBK sometimes but thats if they roll when they wake up and my jump isnt close enough. when i jump in close, ex cbk will shoot over them like you said…and if i jump too far away from them, they will block instead of trying to throw.
if your right next to your opponent like grab distance and CBK it’s kinda difficult on reaction to parry it, it sucks tho cus u can shoto jab to stop it lol- DAMN U FLASH G shakes fist angrily but it’s still good to try it at point blank. at a distance that crap is going to be parried if u stall long enough in your attacks so your opponent waits for it so at that point u should start playing scarce dashing out and then in for a throw (or CBK).
with regards to this whole jump in, you can simply just do the fierce/round house combo starter. if it’s blocked, follow the fierce/ roundhouse with standing MP. if oppont ducks or blocks, just dash in and (kara if necessary) grab. if for some reason he stands up, slip a crouching LK and SA2. or… or… or… am sorry, im drunk right now.
neutral jump roundhouse! (i first saw this technique from ryo chin’s remy a while ago, i have been working it out and found out why he uses it)
jump straight up in the air and use it, the angle of the kick is good and the reach is great. try doing the actual kick press at odd times to throw off the opponents parry.
throw an anti air LOV, if they parry jump straight up(or super jump) and hit them with roundhouse if they parry that u’ll be able to parry or block once u land, u could even jump up again if they try and throw.
jumping straight up and hitting forward or roundhouse is a VERY good tactic to zone and control the space sweep range infront of remy keeping dudley, yun, yang, and other characters that work off being in close for dAmage OUT.
inorder to not die so easily u need to keep crouching roundhouse toe hit range between your opponent and u so if they stepped forward a tad they could be hit with the far standing forward (after standing forward jump up and roundhouse).
why be in close if your not going to be doing anything, dash back, jump up, roundhouse CBK over them to get out of corners… RUN AWAY just stay out of far standing forward range and u’ll pretty much control the match better.
i think chun kills remy and zones him so well because at that distance she is actually at an advantage, since thats her fringin’ low forward range and standing fierce range…
from this distance keep a LOV between u and your opponent… good times just mix up your attacks from how they react to the LOV.
Yes I am the devil :lol:
dude if i win some big tourny or whatever playing as remy can i join the empire arcadia?
u coming over this saturday? i think zar is definently going and he’s bringing someone else.
i’ll show u my bootleg ken and chun lol:lol:
wait half a beat after a beat of timing for a BN, it works great on a genei jin yun or ibuki.
damn all this info is making me seriously want to learn remy properly now. could someone explain this whole perfect charge thing. i assume this is the whole charge partioning buisness. if not if i could just get a link that would be great. great strat thread its gonna be my new bible for awhile(note ive never read the actual bible as christianity and i dont mix)
i speak backwards at times i’m sorry
in 3s the charge system allows u to store charge in parts in order to parry or do moves that make u usually lose your charge (parry, UOH, throw, etc.)
the charge time u need to do the move, when u add up all the charge partitions is the “full charge” or “perfect charge (copy right zar!)”
with the perfect charge stored u can do moves that u normally wouldnt be able to charge through in enough time and execute the move, like dash back and LOV.
u can do that by doing the back then forward then back and punch button for the high LOV then since u r holding back as SOON as u know u have the second one charged u can dash backwards (dont charge while u dash back unless u didnt charge long enough while doing the LOV) and throw another LOV (a high one if the first high one is off the screen)
the whole point of perfect charge techniques r that if u charge underneath the proper amount for the charge move everyone knows the game will not allow u to do the move, BUT if u r storing charge u need to be able to know THE EXACT amount u must charge for the move to come out, if u charge over the amount the move WILL NOT REGISTER even if u charged the full amount it wont go through since u didnt specifically charge the exact amount while moving.
perfect charge times only apply when u r charging while doing moves that let u brake up the charge or “charge partition”, u’ll want to do this while u r either moving forwards or backwards with a character through means where u cant sit down and charge the full move.
this perfect charge rule allows the game the ability to limit and stop any abuse of storing charge. it would be kinda broken being able to over charge through 3 dashs and still be able to do a EX RRF without any skill needed.
here in so cal, CBK = parry bait = gg Remy
if u use the cbk as a reaction to throw/ footsie games then it’s useful, but as a full out launched attack yeah its parry bait.
if the opponent parries, it depends on how deep the move hit. if u hit in the toe or shin height and they parry there is a possibility u can block or parry after
flash g is king of non technical remy’s
last saturday
taking a vacation from playing as remy i played as chun and ken. i go back to remy and get TRASHED, remy is alot of work and i think i lost alot of tricks i used to do with him.
i’m going to bite off zar’s liberal remy and flash g’s ghetto non technical remy, i want those 2 styles to influence my play style now…
stuff
meaty standing close roundhouse, if the opponent is doing anything and it hits cancel into cbk there is a chance it’ll combo, its stuffed dudley’s uppercut once so since he was crouching the cbk comboed
dash in close standing forward is a good move to throw out, if it hits buffer into cbk if they r crouching, this is good after a run up lov if they guess a down parry wrong (for the follow up) standing forward into cbk is good (i got a few folks with that last friday night)
i still think sa1 is good folks, crouching short super may be no damage but your safe if it’s blocked, u dont even need to test if it hits u can be reckless and just do the combo, if the opponent wasnt looking out for it that is.
just thought of something…
i have saved some casual matches of me playing against my friends (zar, flash g) i was thinking of taking a digital camera up to the screen itself and recording them, they will be quick time files.
there r only 3-4 matches of remy the rest is just them playing against eachother.
i dont know how i can get them on the web tho if anyone has any suggestions please post up.
Simple, just ask SlimX