there is actually barely good hit confirms into SA1. doing a cr.lk > SA1 isn’t a bad option tought since it’s safe on block.
if you learn the distance, UOH > SA1 is quite easily done and confirmable. just remember too be at max range of your uoh and that you can kara the uoh for greater distance. screw the cr.lk after the uoh, just to the super instantly. if you are on max range of the uoh and does it and then buffers the super motion and presses any punch button it will come out when you hit, but nothing will happen if your opponent blocked it. you can also do it meaty.
cr.mp>LoV>SA1 will result in a lot of damage reduction on the super, so I wouldn’t advice it.
I don’t know exactly which characters ducks the whole thing and who doesn’t. I usually use it vs the big characters (hugo, urien, q, alex, dudley and so on)
i find if yun or yang dive kick too high u get a free throw with remy after the block.
also remy forward dash is godly, playing out of sweep range with footsie it gives u a fast way to come in on whiffs for throws if anyone isnt already using it.
cbk out of sweep range makes folks stop with low pokes but then standing footsy baits low sweeps and forwards so its a game of distance and patience. throw random lov to fill gaps so the opponent doesnt inch forward and when they do jump forward i like dashing under randomly to get away and reclaim that same distance so that extra waiting gives more opportunity to punish the footsy stand up game.
its probably old but it gives u something to do mid field until u can get someone in the corner where dash throws and uoh into sa2 mix ups become available.
Close standing strong vs Close standing forward on wake-up? From what I can observe, strong give more frame advantage, while forward has faster startup. Anything else different?
I have no problem getting people to jump its just that they are expecting an attack and can parry very good.
I have to resort to delaying attacks back dashing and just letting them get an free jump in.
so you mean your problem is opponent’s gets jumpins on you?
well, you can always use parry traps with aa-LoVs, backdash, dash under, jabspam or parry and other old goodies. Or keep out of jumpindistance. dashing under is not to be underestimated, fucks up your opponent’s tries to get in on you real good.
I think remy does really good against people who like to parry. The thing is your timing and mind games have to be air tight. Because one mistake and you can lose alot of health. Their endless ways remy can mess with someone who likes to parry. The key is being able to read them and know what they like to do first, before you commit yourself.
If they are parrying your normal attacks, then you gotta start useing kara grab more often and mix that up with his close standing medium kick or far. If you get them close you can hit confirm into sa II, if you dont have super then be greatfull for that damage and reposition yourself. If you get them with far s.mk store a flash kick and a lov and use which every is nessacary.
If they are parrying your lov’s on the ground or in the air. You can do aton things to them. Alot of those things was covered in this thread allready.
The real key once again is to be able to read them. You should also be smart enough to know that once you counter their parry they’re going to expect it next time. JUST KEEP THEM ON THERE TOES, allways be one step ahead. Obviously this is much easier said then done when playing very good players.
Hi. Forum Newbie. But not so new to the Street Fighter fandom.
I have a question actually. I’m currently learning Street Fighter III: 3rd Strike’s mechanics. (I have SF Anniversary Edition for the PS2.) I finally learned the parry system (the basics at least). Now I’m learning to dash because I’m going to need when I use charge characters. I know the majority of fighting games have the dash (run) technique where the player taps forward or backwards twice. I do it without problems in the Samurai Showdown games but when I try in 3rd Strike, nothing happens. The character continues to walk as before. The manual that comes with the game doesn’t say it and the forward dash option is turned on in the System Direction menu. I’m not sure what’s wrong here. I tap forward twice as said anywhere else and still nothing.
Should I tap forward/backward once and tap to hold? Or should I tap forward/backward while walking? Or is there a special command involved? Sounds noobish because obviously most of you know that but I haven’t played SF for years and I recently discovered the SF III which I never knew it existed. Then I eventually fell for 3rd Strike and I’m willing to learn everything about it.
Besides I want to use Remy more (typical fangirl) but if only I can get the dash thing clear. I used him few times but never got to dash no matter what I did (I got to spam RRF kicks though). sighs at Pierrot videos
try keeping yourself on your side of the screen so she can’t 100% combo you.
stuff dashes with cr.lk and st.mk.
sa1 is nice since to have as a fallback option in this match up
I think there’s a whole thread devoted to this match up here somewhere.
I really wouldn’t recommend SAI vs Makoto, unless you like the EX flash kick xx SAI push back. I personally think having SAII is important in this matchup to keep her in check a bit and to stop her recklessly running amok on you without copping a reversal.