nice :tup:
you all know about the UOH, cr.lk, (s)rrf combo. but I find it hard to get in since you’ve got to be on such an exact distance. any tips on getting it in?
nice :tup:
you all know about the UOH, cr.lk, (s)rrf combo. but I find it hard to get in since you’ve got to be on such an exact distance. any tips on getting it in?
I was playing against the computer the other day and by misstake found a reset on makoto. I neutralgrabbed her and I wasn’t close enough to the corner to flash kick her so I thought it would be a good idea to build bar so I threw out a standing strong and it hit. Does this work on any other chars than makoto?
ok, I first I tried it on makoto in training. and it was hella hard. seems like you need to be in a very exact distance and still the timing gets real tough. So I was too lazy to test on the other chars, but it’s probably the same problem for all of them exect some which you probably can’t even do it on. But it might still be worth throwing out a strong after a throw just to see if it hits and if it doesn’t, you at least build meter:sweat:
Whoever said you can’t SAII after a cl.hk? I havde done this in training mode several times and it says it combos. Wouldn’t this be a good wakeupmove?
I used to think cl.hk was great to bait wakeup high parries. But it seems they can grab you after they parry the first hit. Remy has a pretty weak wakeup game. I would rather use the opportunity to get a meaty sonic boom in for spacing purposes.
I’m not sure who said that, but it is possible, although it’s waaay too risky. If your hands are fast enough you can also, cl RH xx EX Flash Kick xx SAII…waste of meter, but it looks so cool…try it sometime
I meant as in when you are down.
And iwst, I’ll totaly try that XD
Has anyone seen the new Remy tutorial on YouTube? It’s pretty much stuff you should already know, but it kind of explains partitioning for those struggling with that. For those who already know most of that stuff, the end has pretty koo reset. OH yea, it’s in Japanese too.
[media=youtube]N-Cs6z2EyQw[/media]
Nice reset at the end. I’ll have to disagree with j.hp, cr.mp x razorkick being his best jump in combo though. I’d rather go with j.hp, cl.mp, cr.lk x razorkick as it gives you more time to react to an anti-air since the cl.mp, cr.lk link gives you more time to charge, and therefore leaving your joystick free for most of the jump. Oh and you get 3 extra damage…
that reset was awesome O_O
oh, and dagger g, do they say hp, mp, rrf is the best jumpin combo? don’t they just show it as his basic jump in combo?
Well for every B&B combo, there is usually a stronger variation. Some examples include: sent fast fly/double rocket punch combos, ken kara shoryuken combos, yun kara palms, ect. One thing these combos have in common is that they’re all fairly execution heavy, and therefore not as practical as their b&b counterparts.
This Remy jump-in combo (j.hp, cl.mp, cr.lk x razorkick), however, is just as easy as the other variation (j.hp, cr.mp x razorkick) and, ergo, should be considered his “basic jump-in combo.” Doing it the old way is like ken punishing with mp x shoryu instead of fierce x shoryu.
good use for the close HK anyone?
EDIT
I though you put HP for some reason…yea
Close HK (2 hits) is also a hit confirm into both SA1 and SA2…
it rocks as a wakeup when opponent is in air
^ mrhappyface guy used it in a match in youtube somewhere vs ken.
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Everdread not teaching anymore?
Close hk is a great hit confirm into kara saI.
I was messing around in parry training mode yesterday trying to punish things as hard as possible. After a parried last hit of Chun saII you can neutral jump rh into cr.mp x razorkick or super. You can do the same against a Makoto saII. Against Dudley saI you can parry 3 hits of the last uppercut, and punish with cr.fierce, short cbk, kara rh razorkick.
Against Ken saIII, it’s possible to red parry the third hit and neutral jump out. You can then come down with fierce and combo into cr.fierce, KARA short cbk, kara rh razorkick (4 hits). Keep in mind that you have to kara the cbk with mp. The whole combo is pretty tricky, but does a whopping 60 damage with no meter usage. Personally I’d rather stick to cr.fierce, razorkick after the neutral jump fierce as it’s much easier and still does around 46 damage.
The kara short cbk is VERY useful in landing the cr.fierce b&b (cr.fierce, short cbk, razor) when the distance would normally not permit it. For example: Urien does an early jumping rh to which you cr.fierce in response. The cr.fierce hits Urien’s limb and launches him pretty far away. Usually you would only be able to follow up with a kara rh razorkick. But if you kara the short cbk, you can get the full combo. Just remember to kara the rh razorkick as well (also mp).