Righto, been experimenting, with Super after n.Throw corner, MP both kinds. With no consistency though. Funland said Kara, which will most certainly help those with smaller hitbox or who fall faster. And for those that can’t even be hit by Flash kick after n.Throw, this will be very helpful.
As is the LOV sequencing and ideals going into it, regardless of getting parried and not getting meter/damage!
when u start messing with Remy?
I haven’t been on xbl 3s in a while so the only Remy on there nowadays would be rage. U should record some Remy matches and we can discuss them.
Sounds interesting I’m sure the vids will help explain what your talking about further. Yeah go ahead and feel free to post a vid here. We are all trying to learn something.
Swear these guys were both Urien, same color, back to back. Sorry for monotony
Round 1 ending
61 on the clock, EX Flashkick on 2 Aegis trap.
Forced to use invincible move, shows this well. Invincible frames running out, Flash Kick hitting frames. Keeps Remy in a grounded state there too, never considered in the air.
[media=youtube]UCbaYLdYhXE[/media]
78 on the clock Cross up made Remy do dash forward animation?
88 ish, 3rd round, down Parry throw. Neutral Throw no Invincible frames, gets stopped by Aegis immediately after the hold part.
[media=youtube]NUiPPLshaAo[/media]
1st Round KO
Thrown as, the Akuma style FBallxxSuper Fireball if they jump over, anti air bait.
Ok for the first video watching through it twice you did an overall good job with the flow and pace of the match i would say the only thing to watch out for is holding onto that meter and saving it for the second round with the lead.
Saw what you mentioned with the ex flash kick what I remember about it is that it has a good amount of invincibility but the move itself is slow. I’ve been ken hp srk’d out of it before so be wary.
Also be careful punishing a blocked knee dive with cr hp. If your not flush against the opponent it’ll whiff and they could punish the recovery. I’ll look at the other vids and post up any thoughts on those as well.
I saw a few of your youtubes, but only thru the SF3:OE direct one, I’ll have to check out your channel for keeping a good momentum pace vs more characters than just Urien, which I now enjoy playing against with Remy if I have a hard time with a few other characters I try to play vs Urien.
For the second vid I see what you mean. You crossed over when you dashed passed him as he was getting up and dashed back through it again so I guess that window is pretty big during that recovery quick stand to cross over if I remember correctly.
Other things I saw in the 2nd vid that effs me up is getting over zealous with jumping hp. Misplaced ones land me in the corner by me jumping over them or them anticipating it. I’d say just do your thing cus you know what your going for just slow it down a bit sometimes and stay grounded and fish for them to jump. Anti airing with projectiles if your at a distance is one lil game you could add to your plan it’ll open up more opportunities for the air hp juggle.
For the third vid I see what u did with the finish. I wonder with less hits from sa1 could a cr hp work into rrf? Good stuff careful with cr hk not many situations where it’s a benefit to land compared to the risk. Good stuff man. I’m going to xcopy parts of your Remy now
Holy ship man. Thanks for great praise, I do know I had a ton of mistakes and not being efficient. Dash up without a LOV to cover. Blow EX meter just to die and such, fishing with that air HP and Sweep yeah. A stronger Urien would made me pay for those and the aforementioned bad, get crossed up when he does headbutt/knee drop cr HP facing the wrong way, big recovery. I only lucked out on wakeup once with it to end a round.
I would like to checkout air HP into cold blue kick to carry all the way to corner.
Should’ve saved my Remy vs Funland’s, he controlled the pace and blew me up something fierce with LOV volley nonstop and every air HP confirm.
Here are a few of AKUMA-HAX and I. Still I just dont quit get it. Not sure how I’m supposed to be moving and where I should be trying to get to for optimal spacing. My punishes are crap sometimes because no charge but then I end up sitting on the spot for ages when I keep the charge. Also the cr.hk is just a bad habit I’m trying to kick, lol.
Everdred… help!
[spoiler=(Long way to go yet)] [media=youtube]hQCgVh5dHRE[/media] [media=youtube]2IYiKdTesWo[/media] [media=youtube]-Y1f30wGDvE[/media]
I went to work on the close Medium links afterwards, insomnia and other stuff kept me up. Also trying charge partitioning finally. Good stuff.
close MP, slower? but easier confirm to SA2.
close MK, faster, as such less time (cancellable frames) into SA2.
up close LP LK tick combo, like half the damage of close MK. Damn, should really stop putting myself in such danger just to try that.
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Also what the hell is up with my Remy always getting the Grim Reaper dizzy state, aka impossible to recover from in a reasonable time frame. Like classic SF2, Birds - stars - angels - Grim Reaper. Not exact order but you know the Reaper is worst recovery.
Might be from short stun bar? Forced on him? Or Makoto hard punching the crap out of me, expect to not get out of that regardless her up to 100% (Stun / Damage) combos, more so on tiny dizzy meter bar Remy.
Lol, speaking of hitcofirming super, I use Light of Justice for purely scrubtastic reasons. It’s so-so for anti air and it feels easy to just throw it out after a LoV hoping they dash or whiff or something dumb like that. The real money is in Supreme Rising Rage Flash. Kinda hurts off a cl.mk confirm. The lp lk tick works well as an air reset and if its done right you can dash under for a tricky but risky cr.lk into something or maybe cr.lpx2 into RRF. I’ve seen the Remy player YOU do that reset after a cr.hp launcher then dash under to hit them on the other side with a cr.lk into Supreme RRF. Shit happens pretty fast.
Yeah like I said way earlier, its really tough. You can’t dash, you must walk up the right distance, be able to hit both, then dash and hope you did that right too for the crossup. Then yup, hope they are mindfucked and do crJabs to super as best case damage. Maybe MK super 2 again.
This may have been more on the strength of the player and his reads. Exposing myself to more experienced players, shows the holes and maybe flowchart of my Remy. Ran out of gameplan very fast. Since then, know to try jump in HK instead of so much HP fishing for juggle. Jump HK has a good enough angle to be tricky for parries. Straight to Flash Kick will combo, or cr MP confirm to more if out of range or blocked, etc.
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hispanicjap Urien x 2, together in 1 video
>>These won’t fit on my Computer and straight from memory card didn’t work.
hispanicjap Hugo x 2, same
Tried to fit both before memory card was full. Last part is nothing noteworthy though, 5 more game seconds maybe.
[media=youtube]xdUygA0nA9Q[/media]
Japanese player, connection was surprisingly good. So much that I perhaps tried Tackle parry too much.
Round 2, 55 on the game clock in another interesting Super Art exchange with Aegis.
Missing kick, low LOVs for sure to keep him honest with blocking low. Mashed SA1 after didn’t get his Tackle, on hit.
i would work on breaking your habit of trying to push using cr.strong. it’s slow and easy to parry. you want to use cr.short and cr.jab -> low lov to make some space. i mean, use it sometimes yah, at max range which is where its great. but up close it really isn’t a good option.
Also you mentioned using cbk to carry people to the corner off an air to air fierce i think. just use mk cbk is that’s your objective. i suggest learning the full combo though because it does excellent damage, pushes them to corner and knocks them down. it’s really not hard, specially if you’re at all closer the corner than mid stage. if you’re like 1/3rd from the corner, just use mk cbk and continue the combo as usual with a dash and flashkick. at that distance you can even use mk flashkick sometimes.
if you’re mid stage though you need to use lk cbk and lk flash but it’ll still push them to the corner.
also remember that you can walk forward while throwing lovs/flashkicking/keeping a charge. really important to get the feel of imho. especially because so many of remy’s closer normals give him strong advantage but push back rather far. this is where being able to partition and buffer correctly makes you much more dangerous. especially when you consider remy’s kara-throw and kara-uoh.
Maybe I can ask gootecks to upload the set we had I think he’s an excellent Urien and would be a good example to show. It was just casuals and were on the opposite ends of the country but the connection was tolerable. I maxed out the amount of saves I can store so I have no recent matches to show that have been saved.