Everdred Teaches Remy

You don’t have to walk up after the neutral grab. All you have to do is kara the saII with mp (or cr.mp) and it will connect on every character. Only worth it for the kill however.

With saI you can go: neutral grab in the corner, kara saI, ex cbk (make it so it only hits once), and kara razor.

Dash up cl.mk hit confirm is pretty situational in the sense that they usually have to be in block stun (or recovering from something) for it to actually work. For example: the opponent jumps in and you anti air with cl.jab, usually I would dash in after this for the 50/50 of grab or cl.mk hit confirm. Basically you should use it whenever you have the opportunity to grab as a mixup.

I don’t know how hard it is to kara SA2 but I was trying to kara razor and I couldn’t get it consistently. I didn’t practice too much of it yet, to be honest.

But walking up for SA2 in the corner is pretty easy and anyone can do it.

About the dash in and mk… from what I remember the guy really didn’t throw anything before. He was just turling a little and the opponent was obviously looking for lovs standing there and he dashed for the mk. Which on the Xbox version it really is crazy since it takes too long for the mk to come out after a dash.

I know it’s been mentioned partly in this thread earlier, but is there any general consensus as to which super is better against any particular characters, or do most players just prefer one over the other against all characters?

And I know it’s pretty basic but I keep on missing the timing on the close fk into SAI hit confirm, is it better practice to just kara it every time?

Not completely sure on this, but I believe you can use SAI (kara?) to punish a blocked slash elbow from Alex.

yes, http://youtube.com/watch?v=WyVUujX7s5s

Hey, how accurate is this frame data site ? (I believe it’s from karathrow ?)

It says Remy’s cr.short is 0 on hit or block, but if that was the case, shouldn’t you be able to use it and right away kara grab the opponent ? Which you can’t after a cr.short.

Am I missing something or that data is not correct ?

Same thing with Ryu. That place says cl.forward is the same on hit for both Gouki and Ryu (4 on hit, 4 start up for SA1).

Yet, I can’t link Ryu’s SA1 from his cl.forward. (On a standing opponent)

Im not too sure about that cr.short. But I think the 0 on block means that there is no frame advandage and no disadvantage, not the amount of blockstun the opponent is in.

For Ryu, you have to remember that saI is a projectile, so it takes a bit longer to reach the opponent (even up close), so it adds a few frames to the attack.

If that’s the case, shouldn’t you be able to grab the guy right away ?

You could be right about Ryu. But I’m not sure myself about the distance…

speaking of framedata, how much invinsibility does a ex rrf has, if it has any?

I’ve been practicing a lot since I’ve bought myself a HRAPII for the holidays.

I’m winning from around 4-7 wins in a row at the local arcade. The only thing is, I need some mix-ups against the better players who can parry just about anything.

Anyone have any good mix-up combos that can fool even the best players?

Not sure if anyone mentioned this before… but you can connect a kara medium Razor Kick after a RH Cold Kick on the corner on certain characters (standing or crouching). From what I tested you can do that against Ryu, Ken, Dudley, and Chun Li. It doesn’t work on Yun, though. Also, you have to be far away for this to work because if you hit too early the enemy is gonna fall before you can get the Kara Razor Kick.

But as you can see it’s not practical at all.

Yeah…it would be tough to get in a situation to get that to work. Maybe if you sense a fireball is coming and can work your way over it but outside of that RH cold kick seems to be very risky.

Also, on the same topic on parries.

What are practical options for after parrying? Most times I parry and try to punish I get stuff by the next hit of the combo.

If you are parrying a ground attack with remy you better be going into Super afterwards, that should even out the risk/reward. If you parry a jumpin you can land c.hp but that dosent work sometimes against good players, cause their isnt enough time to counter with a c.hp after the parry. Sometimes I just go for the reset and work off of that.

These seem new to me. He’s not the greatest Remy player, but he inspires those who play on a semi-serious level.

http://www.youtube.com/profile?user=lightofjustice

This is a good cross-up set up on the corner. Check this out. I tested on Dudley, Ken, Ryu, Chun, Oro, Yun. Keep in mind it only works if they quick stand.

After a neutral grab on the corner, do the razor kick as usual and dash forward… if you do a universal overhead you will not cross them over and you will land, if you do a kara universal overhead (press mp a little earlier than mk to kara) you will.

Against Chun, though, you will cross her over even with the normal universal overhead. So, this is what you do in this case. After the dash, walk a little bit backwards and this will work.

Oh yes… Yun gets up too soon, this won’t work on him. I did find cool though that after the razor kick, when you jump torwards him he will be getting up. What you can do here is just the basic. Hit him late and as you go down you do lps to hit confirm into razor or super, or you empty jump and grab him again.

Almost forgot. That also works with his forward grab on the corner if the opponent doesn’t quick stand.

I’ve been searching the forum for buffer overlapping and I can’t find it, what does it exactly mean? if it really exists! lol!

Against Dudley:
Quick stand- In the corner after a neutral grab, do a kara medium flash kick. Right when you land if you do a low/weak cold kick, you will not cross him up. If you do a kara low cold kick, you will cross him up. It’s not that hard to cross him up in time to stuff him with whatever you want.

If he doesn’t quick stand, you can do this right after the cold kick. Charge during the cold kick and throw a high weak lov and you can hit confirm that with with standing or crouching low kick into super. (the lov will hit him even if he’s crouching)