yay visual teaching tools!!!
ok that looks plausible, i’ve been trying to make weird spider man hand poses while trying to figure it out… the knuckle of the fingers over the roundhouse… i’ll try that
thanx
yay visual teaching tools!!!
ok that looks plausible, i’ve been trying to make weird spider man hand poses while trying to figure it out… the knuckle of the fingers over the roundhouse… i’ll try that
thanx
thats my ring finger on the roundhouse btw
Best corner setup: Neutral grabs are deadly!
Neutral grab xx kara short razorkick (for quick recovery), dash fwd (partition db)
at this point (timing gets a little strict here), you can uoh to hit them meaty and combo into cr.short xx razorkick OR kara the uoh and it will hit them ON THE OTHER SIDE x cr. short xx razorkick. It works on all the characters that Remy can cross up in the corner. Think of all the possibilities!
ei guys i’ve got something to share with u:
it’s against yuns: remy can win against this guy…i can say this coz i’ve played against the best yun here…in fact his the champion of the latest tourney here…the problem i have with him is the genei shit…he takes advantage of the fact that i don’t know how to parry his move when he is on jin mode… for example: i stay away from yun,meaning im really away from him as in the corner…what i do is that i throw LoVs at him (rapid fire as much as possible)…then what he does is that he just charges for the jin then he activates it…since i don’t know the sequences or patterns of his attacks,i just block or run away from him…so im forced to hit the corner and then i just get juggled… coz as we all know, once you commit a mistake in parrying or/and countering this move, your dead…but without this jin, i mean hand to hand, remy can finish this guy…so i’m wondering if anyone here can share yun’s attack patterns when he is in the jin mode…
well if u r fighting him u gotta be the more active attacker when he doesnt have meter (he takes damage pretty bad if he just wants to sit and build bar u get to inch forward with lovs). and when he does have meter u gotta step away from the corner cus that’s where yun wants to do genie jin to u (much better getting hit with genie jin mid screen than it is cornered).
u want yun to burn meter so u gotta harass him on wake up. u can do alot to him if he regrets wasting an ex to get u off him. if he doesnt wanna burn meter then u got the most vulnerable character there infront of u on wake up (no wake up move, no far kara throw, bad stamina…)
this thread is dying.
bumpity bump
dont bump this thread please… let it die, it’ll always be around for someone to look through
No doubt, to bad it takes to much bar…
sup yall. just finished navy boot camp and im off to Pensicola, Flahduh for the next four months.
everdred, know of any arcades around p-cola, or chicago? i hear you go down to miami every now and then. thought maybe you could help me on this one.
NaySay- dont quit remy!
nah miami sux but hialeah is cool, i wouldnt know any places where u going, just hope the white ppl there know what street fighter is.
AAAAAAAAAAAAAATOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOR!
How is the Navy treating you? SF in p-cola is lame… I think they have some Tekken players out there though. Yo, call me at my dorm room sometime. I’ll pm you the number.
Hey, I’m trying to learn Remy now that I consider myself decent at SF3. I tried to learn him way back when I started, but gave up for a simpler character since I just couldn’t hack it. Anyways, I think I’ve got some of the basics figured out, particularly in how to use his normals, but here are some things I really wanna know:
Kara Mp vs Kara Hk (for throwing)- Why would you ever use Kara Mp? I tried this out today, and the Kara Hk not only gets more range, but the close Mp comes out at a farther range than the close Hk; that is, the minimal range for a Kara Hk is longer than the minimal range for Kara Mp. So, why do people use Kara Mp?
Special moves - Which strength LoVs should I throw at what times? Which RRFs are better in what situations? Should I use Lk or Mk CBK? Is Kara CBK useful at all?
On a similar note, when is it good to use his EX stuff, if at all?
Does Remy have a clearly superior SA? I’m leaning towards SA1, cos it just seems like it’s more practical than SA2…
I’m not the greatest at this game, but I like to use Remy so I’ll try to answer…
2/3. Throw a lp HighLOV from full screen after a knockdown, then dash forward. Afterwards:
– If they parry, you throw them
– If they block, you can go high, low, block, use CBK or parry
Vary the speeds you throw to mess up their parry timing… Aside from that, it’s very situational. EX’s are very good to apply pressure, plus the EX LowLOV is hard to avoid during footsies.
LK RRF is the safest (but still not that safe). I pretty much use that one, and only use RH RRF when I’m confident it’ll hit (after a neutral throw etc). EX RRF is good on wake up too.
CBK’s should be used so that your foot barely hits their shin, so it depends on the positioning. You can use it in juggles too, after an air-to-air fp or cr. fp. I usually dash backwards after it lands (hit or blocked), then throw out an LOV to deter movement. EX CBK’s can be good, but it’s not as useful as his other EX’s.
I usually use SA2, but it doesn’t really matter too much… I like using EX, so the extra stock is worth it. SA1’s safety is attractive though, so I occasionally use it… depends on my mood.
SA3 is a joke; don’t really bother with it unless you want a challenge/to humiliate your opponent.
for lov’s think of them as normals. once u know how to get a charge when u like then its like throwing them out as pokes more than anything.
ppl find it harder to parry low lovs then the high ones.
for cbk yuk fai is right. u should be switching between lk and the mk cbk’s. like go for the toe with the lk cbk but from that same distance if u hit with the mk cbk your too far away to hit back so u can throw a normal canceled to a lov to push them back again.
then when u set up for another toe hit, u can try the hk cbk to land on the other side of them if they go to crouch block.
for super arts… i’m leaning more on sa1 nowadays… its just really safe and cr lk into sa1 is free damage from a low move that remy needs badly. sa2 might do more damage but i dislike the way that super art makes me play. with sa1 u dont have to play to land the super, just need to play normally and remember to randomly buffer sa1 from any normal that hits (or think will hit).
for kara throws mp kra is good if u r throwing from a close range outside your normal throw range… like if u ticked with st lk, if u did hk kara throw the shit would miss cus u need the far hk animation to kara cancel.
hk kara throw is used when its further distances like cr mp range. tick intohk kara throw from normals that push u into far hk range. while kara throw with mp if u r in close range.
SAII is great for reversals. You can kara saII to punish from ranges that you normally could not. Best used to punish a far shoto cr.mk, or yangs ex mantis slashes.
Really? What’s Remy’s Kara BTW, I wanna give this a shot.
OMG this information is available everywhere. I haven’t posted here in … such a long time
You guys seem to be duscussing the same shit over and over. That is all.
Haha, dred, you’re playing like I’ve played since I started playing Remy years ago. Welcome to the times holmes =) SAI>SAII IMO.
The difference in meter length means squat as they’re almost exactly the same. SAI is much safer and it’s as simple as that. There are some good set-ups for both SAI and SAII. With both supers you’ll be burning meter for EX attacks 70% of the time anyway.
Make it better!!
You guys need to make a Charging Thread (For Rapid Charging, dash Charging, ect…)
Need to make the Remy forum useful… I’d do it my self… But dun know enough… xD
As, I learn I can help o.o:;
i didn’t know remy has a MP kara throw…
my objective now is to make my remy faster…my offense in slow pace is good as well as my parrying…but i have to adapt in fast pace against the Top 3 Crap (urien,ken,yun)i’m planning to integrate my style and yokoyama’s…he’s good too…any tips for making remy faster so he can match speed with the top 3 (advanced level)?
Urien isn’t a part of the top three… he’s pretty high imo, but not top.
As for speed, do you mean rushdown? Remy is usually played as a zoning character, but you can fluster people by rushing. I suggest throwing LOV’s when they’re waking up, dashing, then forcing them to block or parry. This should create openings to land damage. I’d suggest being free to use EX attacks; they all have different purposes in specific situations.
His dash is pretty quick, both forward and back, so I cautiously suggest integrating that into your game.
OK back again this time better than I was before…
I love coming back to this thread after leveling up =]
For tourny Remy here is my experience…
It seems people can’t dash forward on a remy who is on the other side of the screen. I start each match controlling the ground with low LOV’s. It’s not a rhythm! To throw them properly you spaz them out and use roundhouse and forward LOV’S, they clear that far space you wanna cover well. The low fast ones are good to guard the ground. The high ones are good for when they wanna jump. This range should be the same range they can jump from to get a cross over on you. The high EX LOV is like chun far fierce.
They start jumping in after knowing I can have a ex LOV for them if they dash forward. The only problem with this strategy is you have to take the time to shift a corner escape and trap the opponent in the corner you were in. You are backing up covering the ground and making it so they have to reach for you when they jump. This scores free LOV damage (that shit adds up).
This is done by a quick charge while they tech your throw… You go for the backwards throw (throw them into corner) but perfect charge a high or low LOV afterwards just to pin them down again and push them away when they tech throw. This is the range you can nail them with a high LOV if they jumped.
For cbk pressure it’s becoming fun because I RARILY get that shit parried now because I know the distance you can punish Remy at and I’ll always be switching between all three of them. The short version cbk is a staple to all Remy players. As I said before go for the toe and shift between it hitting super low or not at all. If you do it so it misses you’ll straigten out after the move and be out of sweep range so you can ex LOV if they twitch. The forward version looks like the short version it’s just it won’t hit low EVER like the short cbk does. Since it won’t ever hit the toe like the short one it’s much easier to whiff and then land and push them back with normal into LOV.
Kara throws should be used aggressively since his kara throw range is pretty large. After one kara throw you can easily have a LOV on them as they get up. This lets you get close again to mix up into another kara throw. This style of play is more agressive and a good switch up if the opponent expects you to turtle.