You want to be at mid range for the machine gun to work. If i remember right it has to do with the “only one of your projectiles at a time.” rule.
I try and throw out a CBK after throwing out a boom. You can do a CBK that hits (depending on distance) or you can do one that lands in front of them, then walk up throw or something with mixups.
I will make an awesome sauce velouté to commemorate the first meeting.
@ Louiscipher
AA jHP, LK CBK, RRF
CBK can also cross over in certain situations.
There’s also point blank LK CBK
You’ll discover more uses as you play, naturally.
Good advice. Thanks. I discovered that Akuma is a really, really bad matchup for Remy. It looks like the Shoto’s jHK will beat his crHP easy. But Akuma has that Dive which not only beats that but also the Flash Kick (either that or it trades, I haven’t experimented enough with it).
My other problem is dealing with players who are good at parrying. Obviously if they jump in and can parry anything it’s hard to get them off of you. I feel like I’m forced to grab them half the time because Remy doesn’t have much. It also sucks that you can’t link anything off of crMK. Know what I mean? If you do crMP, that’s fine, but it’s incredibly easy to parry. And if you do crLK, grabs beat that (correct me if I’m wrong, I’m under the impression that grabs beat all LP/LK).
Edit: Call me out on this if I’m wrong, but it seems like Remy’s jump in attacks absolutely suck. I was fighting a really bad Makato, and I jumped in with jHP and the Makato player did Sweep, and the Sweep beat it… It did not register me hitting her or she even blocking it. I don’t know if this is common, or some weird GGPO bs but I thought I’d bring it up.
Gouki’s also a pretty tough match because it only takes a few combos to stun Remy. I’d say if you play going for trades by using stuff like standing HK or standing MP to keep him out, then it makes it a little easier because they stop wanting to dive in. Then you can LOV them out I guess. Remy is always gonna be hard to play though. You can also just turtle it out and block then do something.
after not playing for a while then going back and playing it seems that i shave off all the bull crap and fall back on what works the best.
and from my last stint playing some locals it seems that charge tricks are good… rage uses them really well but i feel like an old man comparing my remy to his cus im just bare bones compared to his flash lol
what works the best FOR ME is the mentality that best describes when using remy…
to be hitting air INFRONT of your opponent with something always and in as many ways you can think of then all the sudden not… then see what they do. i capped the INFRONT cus that’s when you play around with the mind trick of whether or not you throw something out to actually hit or not. when you fool the opponent to thinking you will or wont hit with a lov or a cbk thats when it becomes hard to parry simple things like lovs or cbks.
so its like a wall of questionably whiffs being either lov’s cbk’s or pokes (its tricky cus whiffing in 3s is death) but u gotta make the opponent wanna come in at that angle that u create the illusion your NOT covering at that time. when they stop trying to come in and just wait and see what you do just build meter and have faith that if you know how to throw projectiles well enough all it takes is 1 blocked or hit lov to make them wanna hit u. all it takes is 1 lov to think they can easily just neutralize it. the fact that they have to think about the speed it comes out where they are on the screen and where you are while you throw it has to factor in and you throw 2-3 other factors of history whether its a kara throw or a cbk to position that’s the best chance you got.
so it looks like u magically knew they were going for a low mk and u tagged them with a cbk or u knew magically that they were jumping so u hit them with an early far strong punch.
just work on covering the area immediately INFRONT of u and once they seem to figure out some pattern look where you have the pattern and switch up with either replacing the lov with a dash throw or the anti air with a dash under to reposition. it sounds hard and it really is… but it looks fringin beautiful when you start doing the remy dance that they cant follow.
Nice post, Everdred. I think that a very bare bones mentality is a great way to play Remy. You can outzone other players for a very long time with just some LOVs and poking game, which always takes off enough health to annoy them into doing stupid shit. I play Oro and Remy and I always take the mentality of “I have more health, I’m winning.” When I play like this, I am extremely patient and allow for time outs and do NOT rush in unless I really really have to.
Thanks Everdred. Your bare bones style is ultra effective! You really have that play style down solid.
The thing that we have most in common is the look on our opponents face lol!! Respect Remy!! lol
But yea my play style revolves mainly around throwing lovs. The ratio at time’s is like 85% lov’s/15% normals lol. The icing on the cake is how flashy it all looks. But my real reason for doing all that. Is that for me I feel that one of the secerts to beasting in 3s with any character is being able to control space and time. Now being that remy’s most effective poke is lov’s, that allows him to control space and time no matter where he is on the screen. That fact make’s him a beast in his own right.
Another thing that I find is that Remy is Ultra effective once people start parrying your lov’s. “I think you have a post on this somewhere in here allready” I always hear new remy players run into a dead end when the opponent starts to parry all of their lov’s. But really thats when the real fun begins for Remy. For example if they parry your anti air lov this can stem into multiple mix ups. Depending on distance you can dash under them and cross them up, wait until they land and kara grab, Sa 2 while they are in air, if they attack after parry you can parry their attack, far s.mp. The list really goes on and you can get pretty creative with it to further confuse them. This is just one situation!! There are plenty more opportunities to mix people when they parry your lov’s.
The best way I can describe my gameplay with Remy is to look at it in terms of chess…
Remy is your king and his lov’s are your pawn’s. Position your pawns strategically to lure your opponent into a false sense of security.
Thats why I have so many pawns on the chess board at one time :tup::rock::tup:
I couldn’t understand anything Everdred wrote. I’m sure he’s a great player but his entire post reads like who’s high out of his mind and just had a 3S session and won with Remy and had all of this energy to express which translates into: ROAAAR, REMY IS GOOD, ROOOAR, POKE and WAITTTTT. Etc.
read the wiki.
to charge partition, do a dash, hold back during the dash animation, stop holding back when it’s done, then do another one, hold down back gain during the dash animation, then pres forward p to light of virtue.
At mid range or about a dash length and a half or so away from the opponent while they are cornered, you can spam high and low projectiles, Sagat style, and have two onscreen at once. This is called the light of virtue machinegun. To set up, you would partition while dashing and throw sonic booms, anti airing as necessary to discourage them from mving forward. Then, once they are in the corner at this range throw a high lov and immediately charge for the next one once the first is a quarter of the way to the opponent, then fire it. Repeat.
His pokes for anti air are st mp, c hp, st hp and st hk. You can also use st lp, which resets ht e opponent into a standing position mid air, which allows them to be juggled. C hp sets up for a flash kick because it pops up your opponent.
His knockdown moves are c hk, flash kick.
Your main goal is to throw lots of lovs, sometimes buffered with st mp (as in you change during a couple of these) and getting your opponent to jump, for which you either fk them, normal anti air them, both, or do a nasty reset into cold blue kick into c lp c lp into super or the like.
Remy is awesome at corner pressure and mix up also with him throwing all those lovs. He’s like a st character trapped in 3s.
This video should help you new guy… Or semi New guy… Or not new guy that is confused… Whatever.
[media=youtube]WJHtXAmxURo[/media]
Note that the opponents are crouching for most of these combos. This increases damage done to them.
im sorry u couldnt understand i’m not a stellar player but ive played remy long enough to understand that once u have all the tricks available to u the best thing to do is to get into a position to wait or pause for a second or 2 (even if u are doing something completely random while u wait) then see if the opponent is reacting to something before you set up to do whatever it was.
cus auto pilot can get u so far but once u start looking for small situations to land a tap here and there that leads to so much more in the long run when playing remy once u master all the mechanical aspects of charging, footsies and zoning.
What does Remy do against someone like Dudley or Ibuki when the opponent is really good at parrying? It feels like I have to be random or do a lot of grabs to get them.
In the corner.
Neutral throw, QCB.LK, HK flash kick. Is this character specific?
And when I hit someone in the air with J.HP and they get put into the juggle state, what can I do with juggle?
…whoa whoa, is this possible?
I thought so. Otherwise I would’ve seen this at least once.
It’s dumb, but Remy can kara his taunt with hkxxtaunt.
Every character can kara his taunt :/.
What most people here wrote about is about pressuring opponents from far or mid range and then trying to get in when the opponent does not expect it, which mostly leads into a throw to get him even further away.
But knowing what to do when close is actually more important, especially since the really bad match ups (basically all except Hugo…) always stand close to you.
What has to be memorized always is that Remy can cancel -and- link basically all of his normals into supers. So here are the most important hit confirms:
(Note: Of course you can add any LoV after any attack like c.mp before going into your super, do corner loops, cancel any light attack into any EX LoV and cancel this one on its first frame into your SA, change most strings into something meterless, … so I’ll leave out raising anything about specials and just focus on hit confirming with normals, elseway the list would be endless.)
(Also, there are cases where you can also land SA1 successfully while I only stated SA2… again, naming all possible circumstances for this isn’t the most efficient way of teaching you anything; just keep in mind that SA1 doesn’t start up too slowly, is a very good AA and is totally safe on block.)
c.lp(>c.lp)(>c.lp) xx SA2/SA1
c.lk xx SA2/SA1
(c.s.lp>)(c.s.lp>)(c.s.lk) xx SA2/SA1
If you have the right distance: (c.s.lp>)(c.s.lp>/f.s.lp>)f.s.lp>SA2
If you have the right distance: (c.s.lp>)(c.s.lp>)f.s.lk>SA2
c.s.mp>SA2/c.s.mp xx SA2/SA1
c.s.mp>f.s.lk>SA2/c.lk xx SA2/SA1
c.s.mk>SA2/c.s.mk xx SA2/SA1
c.s.hp>SA2/c.s.hp xx SA2/SA1
c.s.hk>SA2/c.s.hk xx SA2/SA1
meaty UOH>(c.s.lk>)SA2/(c.lk xx) SA2
from the right distance: UOH>(f.s.lk>)SA2/(c.lk xx) SA2 (both brackets will lead to a blockable second hit of SA2 if you are too far away)
On a crouching opponent:
(wake up) meaty UOH>(c.lk xx/c.s.lk xx/f.s.lk >) SA2/SA1
c.s.mp>c.lp xx SA2 (you can also add one more c.lp before SA2, character specific)
c.s.mp>c.mp SA2 (/SA1, character specific)
Some other things to know:
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C.s.hp xx SA2, c.s.mp>f.s.lk>SA2, c.s.mp>c.lk xx SA2 and c.s.lp>c.s.lp>c.s.lk xx SA2 deal actually the exact same amount of damage, the highest one you can get from a SA2-including ground-only combo.
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Memorize that Remy’s j.hk can be linked -always- into SA2 if it hit your opponent after Remy has completed his animation of ascension. It’s nothing you want to try to set up all day, but it’s an easy and effective link and usefull since the start-up time of Remy’s aerials differs from attack to attack very much, so your opponent probably won’t be able to parry it.
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Because SA2 is a 2-frame-start up super, it will always hit every opponent if you cancel any AA-normal into it.
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C.s.lp and, interestingly, a single hit of c.s.hk (means, either the first hit or the second one connects only) are Remy’s only normals with juggle-capabilities. (The UOH of course too.)
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Without a fully understandable reason, c.s.hk (AA, first hit only) and c.s.lp (AA) xx SA1 actually let the super connect if the opponent was close enough to the ground. The stated juggle capabilities could be the reason. Using any other normal will make all projectiles whiff.
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Remy’s c.s.hp lets opponents flip back when it hits on its first some active frames, and knocks them actually down on its last some.
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The first active frame of f.s.hp has no hittable hitbox near Remy’s fist, means it beats -everything- which does not have i-frames at this certain moment. So you can beat opponents out of any wake up-SRK, for example. Almost the same situation we have with c.hp, while it actually can be beaten by aerials, because they usually have huge hitboxes, it still beats everything which only attacks Remy’s actual fist, like standing fierces of Shotos.
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All of Remy’s standing lp-versions can be cancelled into each other, so you can spam an endless loop of AAs this way.
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Remy’s c.s.lk has 2 frames of start up, not only you can actually perform a 2-hit-AA by doing c.s.lp>c.s.lk (Target Combo) (which can be cancelled into SA2), you can Chun Li-like hit opponents out of (tick) throws.
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Remy’s f.mk is one of the slowest, unpractical and weakest overheads in the game, but its actual hitbox is pretty big, letting you hit your opponent from further away than some players may expect and being afterwards mostly too far away to be punished if it was blocked.
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ALL CBK-versions can be linked into SA2, if done from the right distance. Hk CBK and EX CBK only if hitting in the corner, but if they do, they can also be linked into SA1. After …>EX CBK>SA1 you can still follow up with something else, hk RRF shall be your choice (again, only if the second wave of SA1 whiffs).
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Remy’s normals deal more stun than his supers… i.e. c.hp>f.s.hk will be sometimes the better choice against low-stun characters.
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EX RRF’s properties are, one of the reasons why we … love… Capcom, not equal to its animation. Remy leaves the ground actually later than the frames show and his i-frames can be interrupted in a similar way like Akuma’s during Ashura Senkuu, just that even normals can do it (for example, a c.hp of a Shoto can beat Remy’s EX RRF from point-blank completely); you will receive full damage from supers if they are performed at the right moment (i.e. Alex’s SA2, Q’s SA1, Ken’s SA3, …).
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Something general about charge characters in 3S. If you charge back, then perform a high parry, press instantly the needed button for your horizontal charge-special, in this case any LoV, and then charge instantly again… you get a time-bonus slightly greater than the one you get from using the regular advanced charge-buffering (charge 40 frames>f>b>charge 10 frames>charge-special>charge 30 frames>f>b>charge 10 frames>…).
To be exact, the regular version gives you a 10-frames advantage on the second charge, the parry-one gives you 12 (counted myself with one try, this number may be inaccurate, it’s nothing practical anyway, just good to know, especially when you consider the amounts of times you parry with Remy and then accidentally perform a LoV instead of your needed throw). -
I often read people stating it wrongly: When you landed a neutral throw in a corner on an opponent who is too far away for the normally following RRF, i.e. Dudley, you want to kara f.s.mp into hk RRF. Also, if you fail on this pretty difficult double-1-framer, you can just try walking forward before doing the RRF, you have 2 frames of time for it, but works on all characters also. Remember that SA1 hits always after this throw in the corner too. Landing an RRF after SA1 (which is only possible if the second wave of SA1 whiffs) is way easier than doing it blankly after the throw-launch.
Elseway all I can say, Remy is Remy. If you want to win with him, only knowing pokes and combos is hardly enough, since they simply do not deal enough damage and can’t even be set up at all in some situations (any parry destroys your charges in the case you didn’t see everything coming from 1 km away and partitioned through it like a god).
So, my suggestion: Red Parries are awesome.
I hope some people can find something new in my post, best regards.
Boyyyyyyy!!!
my avatar… WHY GOD??? WHY???