Everdred Teaches Remy

to dennizen:

d…si neil 2…ung long hair…remember?i know kanyakanyang style yan pero when i learn and watch from other people,i learn tricks by myself…either from combining techniques or pointing out their mistakes…ei, medyo master ko n charge partitioning…sayang d ko man lng napakita sau…kaso medyo nahi2rapan ako iexecute perfectly ung rapidfire…i have to be on the opposite side sk takes me time to do it…tips naman dyan of how to execute it perfectly… my e-mail nga pala is wasted_grungyboy@yahoo.com…wait ko rep mo…

about playing against yuns…what i did about yun’s dive kicks is dat o practiced parrying it… after i parry those darn things i immediately HP him…since yun is also “fragile” (like remy and akuma)he gets screwed…that’s what i do to the best yun player here and after that he doesn’t attempt to do it again.actually i can beat this guy skillwise…my only problem is that i get caught with the GJ juggle…that’s the only way he beats me…

what i meant was, i’d try to run away from yun. should he catch up, then that’s where i block like a bitch. halfway of more through the genei, that’s where i’d do something like a flash kick or parry+grab (because if you block too much, yun can simply command grab) at least the genei by this time is almost done. should you mess up, i beleive it’s worth the effort. i’m actually more worried with the post-genei combo as it will do damage plus meter real faster than lance armstrong on crack then it’s genei time again.

yun is fast no doubt. he can shoulder tackle through high lovs and dive kick through low ones. he has too many moves to follow up with genei. and keep in mind that like what phd said, yuns don’t activate genei too far to even throw a decent sonic booms at. then again maybe it’s just me

[11:12pm] <True_Tech> naysayism plays remy
[11:12pm] <skisonic> wait
[11:12pm] <skisonic> you mean
[11:12pm] <skisonic> everdred/
[11:12pm] <True_Tech> no
[11:12pm] <True_Tech> naysayism
[11:12pm] <skisonic> not the same?
[11:12pm] <True_Tech> nope
[11:13pm] <skisonic> oh
[11:13pm] <skisonic> what did he win?

naysayism has won our hearts.

I don’t fuckin get it

Ator, you still going to evo? PM with you cell number or something.

You guyz have any tips for when to charge buffer. I find myself trying to buffer at all the wrong times. Also do you have any tips for storing RRF and a Lov at the same time while still being aggressive? When I do this I tend to be a little to defensive with Remy.

Oh yeah and Naysayism 2.0 where are you from?

u gotta play remy for a while to understand where to “fit in” some fast charges.

it helps to loosening up your game a bit by keeping away for a while, then once u know how to set up projectiles between u and the opponent where they atleast have to parry to avoid it thats when u start learning how to come in after the lov.

This might sound weird but for some reason I have trouble dealing with people from a distance. I usually find people jumping over my lov’s and hitting me when I’m recovering or even just being able to get in on me easily.

Another one of my problems would be…not using a variety of Remy’s anti-air’s. Everdred as you already know I have a habit of relying to much on his cr.HP. Very rarely do I find myself using his st.MP, I usually use it when they are in the corner. The only other effective option I find myself using is his j.HP besides those i’m at a lost.

every lost remy player who reads this thread needs to go to combovideos.com and watch ‘remy advanced’ video (in the tutorials section) over and over and over again, and practice the lov AND rrf charge partitioning techniques until your tricepts get cramps from charging back and down/back…

neutral throw at midscreen is fun. they dont go all the way into the corner, so if you throw out a LOV immediately after they have to deal with it. even if they tech roll they have to block it, parry it, or get hit, cuz they sure as hell cant jump over it. most ppl i play go for the parry since i tend to follow right after it, and that way they dont have to deal with block stun in order to counter.

that one match where EXE perfects dudley is awesome. i have respect after seeing his style. after a corner neutral throw he still does the rrf, but partitions it knowing hes giving the impression that he messed up on the rrf. he also uses my favorite move near the end, towards+mk after a low blocked lov. i really gotta get in on that parried anti air jab to c. hp too.

now im interested in the list of characters who can block a high lov with down/back. so far i see dudley, Q, hugo…and i know ken, ryu, akuma, sean, chun, twins, oro, elena, ibuki, 12, and remy can simply duck under it. not sure about necro, but my guess is he can duck under them too. and i think alex can block it down/back too…or do they all block it if they happen to do down/back instead of just putting the joystick in the down positition (for those characters who can just duck it)?..restated: if chun did down/back instead of just down would she block the high lov?

the key is to get the characters who can duck under it to develop a habit of doing so with the expectation in mind that i will follow behind it so that they can sweep or low hit link into SA, and then stop short of that range…short cbk, kara uoh, partition in the dash-back up-wait for the low link attempt-ex low lov, or back up-wait for the sweep-dash in and throw.

just trying to have a SA3 mentality.

for tips on charge buffering while being agressive, do this exercise. do a standing MP and for the whole animation, charge downback. just before the animation is finished, set joystick to neutral for another standing MP then just repeat the process and so on. after the third MP you have completed a whole charge that you can use for ehtier SB or FK. this is basically my idea behind being agressive while partitioning. once you get used to this, (note: pay attention to the time you need to complete a charge) you can squeeze-in charging in just about any move. it’s just a matter of finding which you will get used to wether dashing, CBKs, whiff grabbed, whiff normals… anything. so, for application, charge partition after almost everything you do.

hey guys where csn i find that EXE vid? i gotta to see it…

its not really fightin at a distance its more like using the floor infront of u as a place to trap the opponent with lov,cbk,throws or normals into resets.

u get lov’s while there in the air if they jump short. then u keep that same range and punish a jump in with another type of lov, or a normal. u switch it up much easier if your at different ranges when u allow them to jump at u. this makes them have to guess parry and leaves them in the air doing nothing but waiting for u to do something.

-Can’t you read my location on my tag, Homie I’m a Nomadic Player. Nah, I’m in New Orleans right now, I bounce around a lot of places.

-I have a question for all of you, why don’t people use standing far roundhouse (at max distance of course) more.

-Yea… also to everyone attending evo in here, don’t forget to support a fellow Remy player. If you don’t know I was a wild card pick for the 16 man tourney for the 5 on 5 with Japan. Remember kids, Fuck top tier and play who you want to play.

-Screw EXE, it’s all about my boy Take

-I think we all need to thank Doug for making such a great thread. Cause most of the 3s threads out side of this one and nate’s ibuki thread are garbage compared to this one.

where can i dl phd’s remy vs chun li… i wanna see this!

^ dc++.

whoever got 3rd strike on ps2 or dc try this out.

(corner) neutral throw, SAI, CBK, flashkick.

does it work for all opponents?

when I tried it in the past, it never worked. BUT, that doesn’t mean it doesn’t work.

Dude if they jump in close, jab as an anti-air is way to good. If the jab is parried, you can either jab again or cr. fierce. if the jab hits, you can dash under them and go for standing foward link to super art 2. Usually after a parried jab, you usually can land a cr fierce. Just mix it up, you don’t want to be predictable.

its a long video, but im somewhere in there.

http://shoryuken.com/forums/showthread.php?t=85511&page=13&pp=40
(post# 513)

which CBK and RRF? on which character did you land it?

would capcom give remy a useless move?

Look at the UOH and the throw in 3s. simple moves. moves that make the game what it is. remy has 2 variations of each of these simple moves thanks to the kara function…

normal uoh travels 2/3 the distance of a mp or hk karaUOH.
mp karaUOH has fewer frames than hk karaUOH, but both travel the same distance.

normal throw travels no distance, has fewer frames than a kara throw.
mp kara throw travels less distance and has fewer frames than hk kara throw.