Everdred Teaches Remy

Charge partition is essential to Remy’s game. If you can’t do it, you’re better of playing Chun or something.

With Remy, you have to be able to go from no charge, to a full sonic charge while remaining mobile (thats not just walking back or holding downback). Also, it’s important to remember that sonic booms and razorkicks are 2 seperate entities. That is, holding downback will charge both simultaneously, which is actually quite predictable in most cases. A good example would be: sonic boom, dash, sonic (or razorkick). With this method of partition, you should be able to do a razorkick whenever you charge a sonic. You can mix it up though, if you delay the down charge for the razorkick after the first sonic. So it goes something like: sonic, dash, sonic, dash, razor.

There are also setups in situations where you have no charge. Some examples include:

  • slow poke (st.fierce, st.mk, st.rh, uoh), dash, sonic (or razor)
    -jump back (usually fadeaway rh or mk), dash, sonic
  • slow poke x2 (st.fierce, st.mk, st.rh, uoh), sonic (or razor)

These are just the basics, you can probably think of more situational setups on your own.

Hey kyle, you impressed jimmy enough that he’s picking Remy in casuals haha

This shit is ridiculous, vs yun that can parry, shit is ridiculous. Whats the point of a Flash kicks in this game.Jumping in this game is too safe.

Ask Dagger_G, he plays against yun every week.

Yea man what are you talking about? Remy rapes yun for free…sooo freeeeee.

Go find some scrubby Yuns to play against.

I’m telling Levi.

Last sunday we had our first ranbat in stockholm for this season and somebody finally filmed the top 8 matches. here’s the matches I played:

[media=youtube]RqjR7HMW-yY&feature=PlayList&p=9F1DAF379E286BF0&index=0[/media]

[media=youtube]R7JS-qvzoQA&feature=PlayList&p=9F1DAF379E286BF0&index=4[/media]

[media=youtube]Jx7pmQqhR4Q&feature=PlayList&p=9F1DAF379E286BF0&index=7[/media]

any constructive criticism would be greatly appreciated. hope you enjoy the matches.

and btw, Yagami is my usual nick but it was already taken when I entered this site. heres a link to all the matches if anyone would be interested:

http://www.youtube.com/view_play_list?p=9F1DAF379E286BF0

Sorry dude, those vids are giving me seizures with the lines from the monitor so I couldn’t really watch it. :frowning:

did you try anyone but the first? the other 2 aren’t as bad at all.

nice matches cr mp into lov is good i like cr lk into lov too maybe use that a little bit too.

the far st lk into kara throw was tight imma rip that

tanks for the comments!

I think I use mp more because of it’s range but since it’s parriable high and low I guess it makes sense to use lk more.

haha, yeah opponent’s never sees the grab comming after a far lk :rofl:

Heres som more vids of me if anyone’s interested:

[media=youtube]Wwdr9J6SL-U&feature=PlayList&p=27E044686EFAF395&index=3[/media]

[media=youtube]WTRFDWBNq9U&feature=PlayList&p=27E044686EFAF395&index=5[/media]

[media=youtube]E4AiKXXs0iY&feature=PlayList&p=27E044686EFAF395&index=7[/media]

man, I need to improve my game vs chun li.

You’re one of the more competent remys ive seen on this site.

Vs Chun:

  • Don’t try to do those meaty high sonic booms on her wakeup. Chun wakes up crouching for some reason, so it will never be meaty and you’ll be at a disadvantage. Meaty low sonic + walk partition is the best way to go.

-Try to avoid going for those ken esque mixups in the corner (meaty high hit, grab, low short) as the risk reward factor isnt too great for remy, and chun can end the match with one lucky parry.

-Fish for a parry at the max range of her st.fierce. You can land cr.fierce after a successful parry from any range.

-counter poke with cr.mk when she doesnt have meter.

Vs makoto:

-Try using saI. You can throw it out randomly to stop her pressure and reset the match, also it gives you access to a safe wakeup if you ever need it (ex razor xx saI)

-Use st.mk more to beat out randon dash in’s

-Stop getting hit by that 100% stun lol

-If you’re going to go for those neutral jump mixups, make sure you vary the timing, especially to avoid getting parried and then command grabbed. An easy way to do this is to come down with a very late jumping jab or short, then combo into cr.lk x razorkick.

holy shit

thanks a lot for the tips. I’ll try to adapt them all, especially the don’t-get-hit-by-100%-stun one.

I just came home from a half-big tournament in uppsala (sweden) and lost in semi finals to the makoto seen in earlier vids. during my time there, I met a good yun player and I really need to improve against him. I’m having a very hard time keeping him out without taking major guessing risks (such as anti air j.mp and cbk’s). I think my biggest mistake tough is trying to parry his dive kicks too often, which often leads to full gj combos.

I’m an St player and I have some questions about Remy.

1 Does Remy have a jump-in crossup?

2 Do Yun/Yang’s jumps-in act just as Dhalsim’s jump-in foot drills do? I mean is Yun’s dive kick able to hit low?

3 Aside parring, what is a good counter again dive kicks? Remy flash kick hasn’t the priority of Guile’s in St.

4 How to deal with Akuma’s little hurricane kick? Considering the move can ground crossup and considering a Remy in a low blocking position, do I have to execute a reverse block while maintaining the crouching defense position?

5 Again, aside parring, how to counter the great priority of Akuma’s little hurricane kick and dive kicks? Flash kick is almost useless in these situations.

6 Is it possible to achieve or tech a throw by pressing lk/lp from a low forward/neutral/back position?

  1. Only jumping lk when opponent’s in corner. not too many uses tough since it’s very risky for remy to get himself into a corner.

  2. Always hits high

  3. EX RRF should beat it if you manage to charge. If he spams it right over your head a close hp can help. j.mp can beat it if your fast and j.hp->rrf if you really anticipate his dive.

  4. Duck when he does it and do a cr.lk->rrf right before he crosses over. cr.lk makes you duck under it and akuma should land on your foot for a 2 hit combo. if you do it too early you should still hit him with an rrf anyway.

  5. for hurricane, see above. His divekicks kan be beat with EX RRF. also, if youre quick you can cr.hp->rrf his demonflip before his kick comes out. jumping back is a good way to not let him get his poke strings, but do it too much and he’ll start to air hurricane you

  6. not sure what you mean, but you can tech throws while holding any direction as long as your on the ground and your not in recovery.

someone correct me if I’m wrong somewere. hope it helped

I really can’t understand how is that possible that a character could lack an essential move such as a jump-in cross-up.

Still this move makes me crazy, especially because I’ve got serious trouble to understand when it’s going to cross-up and therefore when should I use the reverse blocking.

I usually use this move, but I often get hit due to the great lacking of body invulnerability of Remy: I miss Guile’s flash kick.

If Akuma manages to achieve the cross-up, the last hit of his little hurricane kick should be reverse blocked?

Just as in Yun’s case, very complicated to hit him. I guess because of a very little Akuma’s hitbox when he dives kick.

According to the Wiki, a throw in Sf3 can be attempted through:

1 neutral stick plus lp/lk
2 forward plus lp/lk
3 back plus lp/lk

I’m wondering if it’s possible to get - or tech - a throw with

a) down plus lp/lk
b) down-forward plus lp/lk
c) down-back plus lp/lk

actually, remys EX RRF has quite good invul.

if you want to block the whole thing, you’ll have to switch sides at the end yes, but as I said it better to do a cr.lk to get under it.

you cannot throw someone from croching position, but I think you can tech your opponent’s throw attempt from crouching.

This is a pretty hard ask, but does anyone have a comprehensive list of links into SAI on all the various characters both crouching and standing and with kara cancel/late meaty?
Especially from standing close forward.

Also is there a reliable hit confirm for it? I’ve been trying to use UOH, cr. short, SAI and cr. str, low LOV xx SAI without a lot of success…

Sorry if this has been done to death earlier in the thread.