Can anybody answer my previous post?
Helter Skelter, itās nearly impossible to land that combo midscreen. There arenāt many situation where youāll be able to connect a j.hp into cr.hp because you have to do it super deep.
In the event that you do hit the deep j.hp, you have to buffer the cbk really early for it to connect. Dash super is a waste, but you can connect a kara rh razorkick after.
I saw this explanation in an older thread for the parry trap high lov>parried in air>rrf and if you read that description it doesnāt sound harder to pull of than a simple rapid fire, but Iām having a really hard time doing it. is it some weird timing/trick that Iām missing?
Well, you have to **charge B first **for a short period, then go to D/B, then F and return to D/B quickly, punch for the lov, then U and kick. The key is that first BACK ONLY charge and then the short partition of the D/B charge before throwing the lov. Work on feeling the proper duration and youāre golden. If you need to, you can cheat and press jab or short kick when you go to the first D/B. That way you can use the animation of the whiffed move to time the charge.
Let me add one more thing. Keep in mind that itās still only 2 hits your opponent has to worry about. So even though it feels great to hit people with it, itās no different then other situations where they parry your lov, you follow with standing strong for example, and they parry that too (except after this you can block). Or you follow a lov with a cbk, and they parry both. Especially against people who use parry heavy characters as their main (Hugo), they will expect to have to do two parries.
but the thing with this set up is that itās way faster than the other follow ups after at parried lov. and you could make it an EX making it 3 parries (maybe thatās not a very big difference, but I just had to say it anyway).
I have a question, can you chain his flash kick into his super?
yeah, you gotta do the flash kick in a ātiger uppercut motionā and then do another fireball motion and punch or kick depending on which super you picked
Wait do you mean Tiger-Knee motion?
Because thatās what I told my friend and he couldnāt do it.
Ummā¦
You can only do EX flash kick first hit xx super, not regular flash kick into super.
Iwst, im heading down to cali next week for quals. You should come down so we can have some remy mirror matches.
What days will you be here? I am rarely here on weekends, even for SBO quals. =(
And which city are you staying in?
Iāll be there on the 9th through the 14th. Mabye we can visit regency or something.
Fuck no, Regency sticks are freaking horrible. I havenāt been there in like 3 months. There is no plan on fixing them either.
Weāll talk as the time gets closer.
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Pssst. watch Round 3 of this match, japanese came up with that tactic.Too bad he screwed up the free combo
I always assumed, that you had to red tech for that to work.
Can anyone give an explanatiion?
The vid he linked was a japanese player. If Iām correct, I believe RX made it.
Ok. We all should try and post once a day.
Heres RXās video of the freeze giltch.
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He seemed to be āRed Techingā then doing a throw.
Which throw however, is unknown to me. It could be neutral or forward. If anyone has the answer to this, please let me know.
Also if done early in the round. You can do everything that RX did (charge meter and taunt X4).
So I ask another question. What combo does the most stun, while playing normally?
Check 1.11 the stun after X4 taunts is amazing!
Glitch in a match situation.
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Shamoji didnāt capitalize on this well enough. I truly think you can totally power up Remy, then do a near, full-dizzy combo.
Also Shamoji deserved to lose that match. Didnāt play smart.
Iām gonna try and post something, at least once a day. If we all do this, the thread will be as active as it was when Everdred and the other Remy players were here.
HELTER SKELTER
after I defeated one of our ken players in a ranbat, thus ruining his place in the finals of that ranbat, he has startet developing an āanti-me-techniqueā which is working wonders for him.
one of the things heāll do is rush towards me, go for a pokingstring which he finnishes with st.mk. after this heāll parry high/low randomly. this is a low risk/high reward situation for him since all I get is a poke if he guesses wrong, and he can smack me with lots of damage if heās right. at first, i pretty much couldnāt stop throwing random pokes, but now that I seldomly throw pokes in that situation his mindgames start and I often end up getting thrown.
Iāve thought about throwing a poke and directly linking it to rrf since he most likely will not be ready to parry two times, but I think that would be a quite risky technique since if I do it to much, he will randomly just block and itās hard to se if I should do the rrf or not on reaction (or is it?).
heās also in kind of a perfect range, since I donāt think even a kara throw will reach him. and heās a master of tech throwing so if I go close to him to throw he will definitively react and tech it (or shoryuken it).
Is there some way for me to make him fear randomly parrying my moves after the mk (without super)? or should I just sharpen my reactions so that I can se his throw coming and tech it and then try to get him of my ass? this situatin really blows, I need help desperately
Do an EX RRF.
Jump straight up.
Jump backwards.
Block.
Its an interesting situation, I wish it was filmed.
ex rrf seems waaay too risky
jumping sounds like a good idea (except If iām in corner)
blocking leads to his mind games (but I guess I could block and the prefer for the throw, just needs to get used to it. since I now Iām not allowed to poke I totally freeze. I guess that really is the main problem.)
Also, maybe It would be good to throw lovs? that would be pretty safe on parry to. and cbk maybe hits late enough to screw his timing.