You’ve had that thing since what 2002?
here’s something new i’ve been playing with. i dont know if its been mentioned or not. cbk cross overs on standing opponents. not on wake up situations but as a mix up between hitting at the tip of the opponents head or whiffing completely to land over them.
works pretty good on shorter characters… u aim to go over them just barely with hk cbk. if done right the confusion gives u a chance to throw if they tried to parry and if they whiff something out they’ll be turned around so u can clearly see if u can land cr lk into rrf. if u get good at doing this it gives u a wider birth to control the timings you use all versions of the cbk.
most of the time otherwise just work to make them jump. create distance to have them chase you. let go of the stick and stand neutral to stagger your patterns if you start having any. run to one corner but NOT into it. then plan AHEAD to work your way to switching sides to run to the other one. in the mean time in doing this take a shot with a lov but continue to keep distance. try to build a stronger defense then there offense. they will end up making mistakes in order to reach you. keep enough space to be able to see it coming. even if u can just tap them with a poke its better then committing to the way they want you to fight them.
on the flip of that when u do land an opportunity to throw them in the corner play to stay in the middle of the level and close in enough for them to whiff so u can dash in for a neutral grab into rrf. you play around with that option by keeping them grounded by u spreading the area out your in by bouncing in and out covering the space around u with mistimed lov’s and cbks. the attacks arent aimed at where they are but places they wanna go.
cr mp i think is a good normal for this anyone any thoughts? knew about it but didnt think it would really work with remy but after the explanation with a lil tinkering it kinda does.
Yea c.mp would be the best for that. But honestly…is it really worth it for remy??
I do alot of turtling and meter build if the opponent let’s me. I put two and two together and the pokes Remy has they kinda run into if u stick them out preemptively, u won’t out prioritize mostly but zoning. Like cr mp on dashing makoto if timed right works. I’ll see u on xbox live. It’s everdred 3s.
I think if you learn the meter needed to do with with cr.lk, doing it as a meaty occasionally may make it a strong mixup option. But don’t hold me to that, I just started playing this game, 'sides one of two ggpo playthroughs.
Whenever I try to play like that the LoV’s just get parried and my opponent doesn’t have to worry about anything. lol
What’s the consensus on Remy’s super arts? I’ve been using SA2 for the most part but I see a lot of people using SA1.
Hi, is it possible to link uoh into c.lk then cancel that into his flash kick? I’m aware you can link uoh into one of his super arts, but I might not always have super meter or I might get a good chance to use his overhead and I’m wondering how best to capitalize on that.
It should be possible if you charge partition the charge for it a little.
The super art you pick depends on your opponent. If he picks a character that likes to jump alot like the akuma, twins, ibuki, 12, necro, dudley then sa 2 is your best option. But against certain character like makoto and the shotos sometimes sa 1 is your best option. Because they have alot of options when they get next to you, so you want to be able to push them back and get some breathing room.
Yea this is good. I actually try to use it alot. It’s easy to hit confirm.
I see it as sa1 is good when the opponent can’t duck the first hit of it and when they crouch close standing strong doesn’t whiff. Also sa1 is really the anti air super so it’s good to use against folks with low jump arcs. Yes it’s true about using sa1 to push away only if u use it against characters that fit the height requirement.
The bigger the opponent character is the better it is to use sa1.
Is it me or is remys dp harder to come out then the others
Remy is the shit
Most fun character to play with :lovin:
with no held charge: dash and back throw holding back if they tech your throw once u recover u can lov.
hey its nice ppl can come in and say whatever they like in this forum, but not many things are actually added to the discussion if your not giving input on anything that has been mentioned before…
so here is something… excuse the grammar…
watching japan match vids are great and entertaining and awesome but even the better players in the US arent at that level so where does that leave a lesser player watching those vids? nothing really is learned because the layers of mind games that got those players to that point arent seen just the end product when u watch those vids.
i think that ppl who play this game and actually go anywhere or learn anything new within their gameplay comes from them arriving at conclusions from playing against players just at or right above there skill level and watching players at there level. player lobbies or your local arcade group of friends.
how this relates to remy… i know about peirrot, ryo chin and all those japanese remy players i watched the vids and seen what they do but to emulate and copy them wont help me become a better remy player… it wont help anyone become a better remy player… because they are light years ahead of all of us because of the players they have around them.
to start over and over simply breaking down the small little tricks and mind games we can understand thats what makes you get better. playing ppl your skill level over and over and ppl a lil better. at the same time playing players underneath u and trying to keep them underneath u (by winning and adapting to them figuring things out) its the ppl with good communities and networks to play on a frequent basis that gets u anywhere. and its the small little discoveries of redundant strats that seem retarded and obsolete that need to be added and never amended because it all builds up to something else we wont know what it looks like till we get there.
im guilty of being smug and naive and a prick talking to ppl on here thinking about how underneath me they might be but im so very low… im no one special i just wanna get better and i dont have the answers… crap i dont know what im trying to get at with all this…
just if u seriously have something to add to this thread i personally would like to talk about it if it has to do with playing as remy becoming a better 3s player. sorry for the past, let’s all become better remy players!
How do you deal with people that jump at you(other than standing mp)?
How do you get out of the corner?(I only know dashing under someone’s jump)
Mirror match?
Close range options(less than 2-3 character lengths away)?
And also how much does charge partitioning matter? All in all, I see myself having to give up charge completely in order to shake someone off of me and whatnot…
U really juSt gotta mess with spacing. Stand jab try working with that. And for mirror matches??? Rock paper scissors knowing the spacing for each option u have only comes with time. There is no clear answer.
Ggs bull I’ll mirror match u again anytime u like.
Ayo what is the difference between using mp and mk as a hit confirm when cl. mp has more possible options after and is easier?
More range?
Finally got the hang of Remy’s ranges and options…
I use mk cus to me it’s easier to confirm… I react to it hitting better by seeing the opponent recoil. The mp is as good but to me it’s harder for me to confirm since it comes out so fast. I guess I need to start using both because of the link into cr lk then cancel to super for the mp.
On cr opponents st mp link cr mp works but some characters the standing close mp whiffs if they are crouching.
If u don’t space the mp correctly u get far mp that might whiff and leave u open. U do te same for mk and u atleast get te far version pushing them back
I’m getting spanked by every Makoto I play… and Elena…
Help me out yo…
They are tough matches but not that bad. If your playing someone better I can’t help you make up the difference so anything I say here will only help if your fighting at the same level they are on.
For makoto the game is to keep a lov between u and her but keep in mind high lov she can dash punch under so you gotta space those out as a reaction to her jump as anti air.
Learning to space the projectile and input normals in between will be hard though cus once u start learning to do rapid fire with Remy the truly hard part is making them come out not as a pattern. This is when u throw pokes out that she can run into like low mk cr jabs and standing mk. But the spacing for these has to be outside her dash and hit/throw u range yet close enough for you to substitute them for your dash/Kara uoh and throw attempt. Breaking up your projectiles with normals helps to throw off the pattern and create a better wall that leaves them thinking the best option is to jump. With that in mind it falls on u to randomize your anti air options to win.
When u knock anyone down make sure u know how to meaty properly with either a high or low projectile this is especially important in the corner for his throw. Training someone to expect it u can react to how it’ll hit if u whiff it on purpose or see what there option is when they have Meter.
Everyone has a High and low recovery Hit box except chun in the game so the High lov is very important when it comes to meaties since u have so much time to react.
Hope that starts to help