I was getting raped after the dude I was playing found out that it could be done…
I got into the habit of not throwing lovs in pattern of high, low, high, low, etc…
I like throwing hi ones back to back but the fucking dash punch yo… a couple of makotos knew JUST when to jump at me… shit made me so nervous, I tried to do a prediction jump hp xx hk flashkick(btw I stole that shit from you)… landed, then karakusa xx rape…
But in all fairness, these folks were>>>>>>>> me…
And Elena… why do all my fucking moves get stuffed and those damn 50/50 mixups… fuck her:mad:
I mean, I can beat a garbage ass Elena, but any halfway decent one destroys me…
For Elena neutral jumping straight up in anticipation to her coming in helps depending in what she dies u respond with either a hp, hk or a mk as u land. From there learn to combo cr mp into ex low lov. So neural jump hk from a distance hitting her as she dashes in low mp into ex low lov. Very important combo to push her back and land damage.
Same combo works with mk as u land just timing is different since it hits more forward u can press it later in he jump to do the same combo.
I say combo into ex low lov cus finishing with rrf even if u land the first 2 parts of the combo the rrf might whiff or u might jump the gun and the combo never hit from the start so cover your butt with the ex low for a decent block string.
Kinda the same as before but getting backed in the corner is bad cus her st roundhouse is perferred for her to hit u with so throw mix up and attempts can be weakened.
That’s where u need to actively intercept her approach with ex low lov and dash completely under super jumps. To switch sides let her fight from the corner learn that distance and nail her recovery with a cbk or dash throw. Cbk her footsie lows.
I’m starting to realize what someone smarter about 3s than me said as advice. If I get hit its my fault. So with that thought I can’t account for everything the opponent does as Remy so it comes down to controlling what I allow them to hit me with. It’s not a strategy I know just something I’ve been thinking about.
One example of me applying this would be how I’m dealing with jump ins. If I get tagged by someone jumping in there’s obviously sonething im doing that’s making it safe for them to jump. If its on reaction to a projectile then I change the distance I’m throwing it little by little I might get hit again but I’m adjusting to the opponent without giving up on the reason I’m throwing the projectiles in the first place. When I realize that distance or situation that a thrown projectile gives them the opportunity to jump I’m more aware of how to create that situation through the all the times I got hit in that moment. That gives me a tool to play against that opponent. It just takes awhile to get it.
I put two sets up on the online replays search for 360. 1 set with cadis raizel and another set with sandybags. What I was saying earlier can kinda be seen more so with the sandybags set since its much more recent.
low fierce is a crazy move when you get used to the hitbox. it will hit surprisingly low, also surprisingly high and it is active for a longgggg time.
you always want to be crouching anyway since remy’s hitbox while crouching is extremely small. you can catch stuff very late with low fierce because the start of it has a different hitbox than the end. so there’s a lot of variation in just this one move when it comes to timing and using it as an AA.
a really basic thing to muddle someones timing is to most often just crouch against jump ins and then here and there, stand suddenly and use fierce when they’re still very high. standing fierce hits extremely high and almost behind his head and also is active a really long time so again you can vary the timing a lot.
i think far standing strong is useful for the corner. outside the corner its useful to hit someone really early during a jump, but otherwise i try to avoid it.
as for throwing lovs. yeah you need to be cautious even with his recovery. definitely. theres a certain range where they don’t help you in any way and you’re much better off simply waiting. i think controlling with lovs is where remy’s good movement speed and excellent dash become incredibly important. if you constantly walk around it’s not as clear if the range you’re throwing lovs from is either safe or dangerous for your opponent.
but certainly there are a ton of times when not throwing a lov controls enough space on its on. you need to show you can and will threaten that space with lovs and make the other guy respect that space. either from being hit or from setups due to them parrying or blocking them. once they respect that space you don’t need to throw them as often which frees you up time and space wise to move in ways you can’t when you’re busy throwing lovs. it’s just a matter of convincing them they know when you want to throw lovs to control them. and then not doing that which allows you different setups.
Which range are you talking about that lovs aren’t useful? Cus to me they are good at every range for different reasons. It just depends on what the opponent is doing and what point of the match is at. And even if they are not doing anything but parrying they arent advancing or gaining ground allowing me to control the pace since I have them stationary.
around kens low forward range they’re just not a very useful option. the become strong again right around kens standing roundhouse range. and they’re fine closer than low forwards range since they wont be able to react and on parry you’re still safe. This isn’t specific to Ken either, it’s just Ken is a useful example because most of us know the range of low forward and the range of standing roundhouse.
i agree with the general thought that lovs are basically useful at all ranges, but theres so much more to it than that. which is why i mention walking a lot, and not backwards since you can walk forward and release a lov after walking forward. theres a general range where lovs are weaker than normal. because they don’t setup any specifically damaging situations for remy and can be reacted to.
closer up they cant be reacted to really and are often pretty safe, especially following a low short. at a distance they’re safe again and setup better situations for remy, both for advancing himself while throwing lovs and setting up for possible AA, throws, dash under flash kick or throw, or fierce, etc.
also cold blue kick as far as spacing is best a little bit further than the range im talking about. imho that’s remy’s sweet spot. a dash covers almost the full distance, enough to dash and then kara throw and have it connect, CBK will hit low enough to not be punishable, lovs can be reacted to but any reaction at all sets you up pretty well, better than being at the range im talking about where it doesnt actually set things up very strongly for you.
but this is 3S. so every option is totally valid and has a place and time. its just i find some spots where some choices are less ideal, which is what im getting at. its like doing low forward with ryu when you’re with range of low short instead. it’s just not the best time and place.
I understand your point with your ken example. Lovs up close pose a threat in a couple situations but here are two important ones.
Knock down wake up/frame traps
And having a cornered opponent.
If ken is Pressing down mk or short a high lov placed right can hit high- right as they press low and mk. The hit Box of ken widens into range of high Boom. They eat it and Remy lands a bunch of frame advantage to follow up with either a cr short, cr strong, cr hk, st hk. It also covers a jump forward as well with a early one.
And to put into light your thoughts on any further away and not being any use at that range. Playing from your sweet spot range a dash back/forward lov in footsie response or “guess” that X amount of space between you and the opponent you realize they are going to dash or jump. This is easier to punish of course with your ex Lovs.
I think every range is really intertwined and can’t be limited to two separate equal strats but as another definition that includes both as 1. Remy has pretty good mobility so if I want to dash to the outside of the corner they cant stop me. I want to play from there to react and flip sides to corner them. So for this particular set up you can go from long range to close hitting moves within a second.
You flip sides and push them a little bit into the corner you can rinse repeat and retreat to the outside of the other corner or stand your ground and catch them as they think they are chasing someone on the far side of the screen.
Frame traps are sort of assumed. If you can safely throw a lov for a setup, you generally should. after a knockdown in most cases if you were charging, you should throw one.
I dont play by some set of rules or anything so rigid.
lovs have a very specific use and that specific use is not always smart or even a strong option. not throwing a lov can be virtually as effective as having thrown one, if not more so. remy has a very unique ability in 3S to control horizontal space at a distance without actually doing anything at all by making negative space just as dangerous as positive space. there’s a reason dash up throw with remy works so well and it’s not just his quick dash and kara.
Trying to learn some more Remy. Currently, considering how to do and use cr HP launch, walk up in time, close LP(LK/MK) forward dash, for possible crossup mixup.
Any place to jump to and see that talked about at all?
Been seein the Remy player YOU use SA1 after a neutral throw in the corner. Kinda looks like he does a kara to connect it. Is that true?
Anybody have some general information on options after a cornered neutral throw other than Rising Rage Flash?
well u got that right on the flip like i mentioned earlier having a wide open space for them to jump forward also leads to dash throws because of the option to dash under or away to screw up the jump in. there hesitation on whether they should chase or wait is compounded by the options u have from anti air at different distances. so its not just horizontal space its however much space you allow the opponent to have.
its not playing by a set of rigid rules or anything, dont mean to come off that way but its a choice just like doing the wrong thing INTENTIONALLY in a bad situation cus u trained them to think u wouldnt… like throwing a lov too close or just back dashing far away and not throwing anything at all.
hehe the fact i still make mistakes when i do charge tricks actually HELPS me when i play cus it kinda breaks any pattern the opponent might actually be picking up on.
oh and another point ive been messing with is the lov rapid fire. i try to set it up so it’s EASY to parry the volleys and just alternate between lk lov and mp lov just so they get into a rhythm of parrying it. but u gotta do it CONSTANTLY over time to train them to parry based on the established PATTERN you made.
then as they get used to it they’ll LET YOU do it so they can build meter. thats when u start slowly replacing the one or the other with a different speed.
here’s an example of the lov strength sequence i use
lk, mp times 1-2 intervals
they get used to it thats when u change the distance u start it from or dash forward once and continue it from mid range. if they let me i stick to lk and mp lov’s during the sequence mostly but i’ll place a different strength lov in the middle but go back to lk and mp throws just to mess with them.
lk, mp… times whatever then lk, lp… then lk, mp… u wanna have a base pattern they fall onto or remember then tweak it ever so slightly
the mp and lp timings r close enough to look slightly similar timing wise but have slightly different parry timings.
if i gotta throw 100 of them discs to hit u once i will eventually… they either get hit once or block. but it’s not just that its about building an urgency to clear the projectiles to get to remy.
in response to jumping i use the lk lov to mp lov sequence to switch to the lp lov after the lk lov throw because if your far enough the lp will catch them as they jump short trying to jump over the faster mp lov. best time is right as they land from a forward jump. low lovs hitting the back portion of the opponent as they jump forward because they thought they cleared the lov with enough room and timing based on what your throwing.
on the neutral throws on normal size folk far mp resets the opponent. on fat asses like chun and elena cr mp works. some cant be reset. some are easier than others u gotta experiment to find out fully. i find makoto and urien easiest to reset with far mp. and kara sa1 might be to allow more hits depending on who your juggling but normally unless your too far from the corner you dont need to kara the super to hit aftert the throw in the corner. hope that helped
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