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3 hit cr. hp into lk cbk into hk rrf works if the player your hitting with the cr hp is hit while in air you can land it anywhere even if your no where near the corner.
Good ways to land it would be to bait them to jump in with an attack that they think will knock you out of the air. But first present a good reason to be in the air.
So lets say your fighting akuma his air tatsu juggle eats folks up and gives him a good way to land air super hado if they parry it so with that match neutral jump up mk to stop jump in dive kicks is good.
The next time u open up enough space to jump up and press mk to stop there dive kick theyâll want to switch to jump tatsu thatâs where u present them the spacing u need to anti air them with the neutral jump but instead stay grounded and go for the cr hp if u baited right the cr hp hits at a point where heâs so high up during the air tatsu u can get the full juggle in. This involves some work tho cus they can deal with u reacting to dive kick by staying grounded themselves walking forward so place projectiles in place so the situation comes from a jump reacting to your projectile.
Then when the player sees this thatâs when u gotta play with your distancing and pick and choose your anti air battles. Itâs possible to land the 3 hit off a grounded opponent anywhere on screen if u Kara the flask kick with cr mp.
Also air hp spaced well eats up bad placed dive kicks as mentioned before so that can be the mind game u introduce to them to have then pressing buttons high up in the air while u wait under them to anti air.
Also I still got some kinks to work out cus playing 3S for me is a constant under construction sign over my joystick Iâm sad.
But one thing I see now is that the choices you make becomes a pattern that can be given away by your position on the screen. Itâs very hard to break a habit if you donât see it as a habit so donât think about button presses or moves just look at your distances and what triggers you have from those places with Remy. I think itâs much easier to get fooled if you incorporate distinct spacings and overlap what u do from them. it widens the range and area you cover because u mask whatâs safe and not safe. It blurs together and if not paid attention to can give u openings.
yeah definitely giving false intentions through spacing and timing is a huge part of his game.
Gootecks put up the first to five set on his channel on YouTube.
[media=youtube]ALwicYxSD94[/media]
Really fun set! Thanks gootecks!
Different from SF2, the 4 kinds in 3rd Strike seems purely visual.
They are character specific as the following:
Birds - Ryu, Akuma, Ken, Hugo, Chun, Ibuki, Elena, Makoto, Necro
Stars - Q, Yang, Dudley, Sean
Reapers - Remy, Urien, 12
Angels - Oro, Alex
The time upon which you last stunned seems to be a random between 4 numbers, depending on what was the last hit that stunned you
Normal - 90 or 110 or 130 or 150 frames
Throw - 120 or 140 or 160 or 180 frames
Special - 150 or 170 or 190 or 210 frames
Special Throw - 120 or 160 or 200 or 240 frames
Super - 120 or 160 or 200 or 240 frames
Super Throw - 150 or 190 or 230 or 270 frames
Each directional and button input decreases in a frame the rime of recovery, hence, mash it out
As an additional info, stun bar lenghts:
Gill - 72 pts, recovering 1 every 20 frames
Hugo - 72 pts, recovering 1 every 21 frames
Dudley - 72 pts, recovering 1 every 22 frames
Q - 72 pts, recovering 1 every 22 frames
Alex - 72 pts, recovering 1 every 23 frames
Oro - 72 pts, recovering 1 every 24 frames
Makoto - 64 pts, recovering 1 every 20 frames
Urien - 64 pts, recovering 1 every 21 frames
Chun Li - pts, recovering 1 every 22 frames
Ryu - 64 pts, recovering 1 every 22 frames
Ken - 64 pts, recovering 1 every 22 frames
Elena - 64 pts, recovering 1 every 22 frames
Sean - 64 pts, recovering 1 every 23 frames
Necro - 64 pts, recovering 1 every 23 frames
Twelve - 64 pts, recovering 1 every 23 frames
Ibuki - 64 pts, recovering 1 every 24 frames
Yun - 64 pts, recovering 1 every 24 frames
Yang - 64 pts, recovering 1 every 24 frames
Remy - 56 pts, recovering 1 every 21 frames
Akuma - 56 pts, recovering 1 every 23 frames
Anyways, much love to the thread! Iâm switching to Remy, so Iâm soaking up on the infos here :]
How do you deal with Yunâs dive pressure, when Yun is right next to Remy, jumping a vertically a lot?
I canât get enough damage by parrying the dives because Yun is too far for a crouching fierce to connect. I tried following the parry with a cr.MP xx SA2 punish, but itâs kind of tightâŚ
Perhaps I should just try to poke him out with close HP whenever i donât have the charge for a EX RRF? I wouldnât like using raw super in this scenarioâŚ
Also I really need to learn kara-RRF to connect it after a throw on cornered Yun. I donât have trouble with kara-throws, but I canât get this off
At least Yun does not feel like such a bad matchup for Remy⌠Chun is kind of hard right now, I need to learn pretty badly that Houyoukusen bait (cancelling a LOV after chun tries to super through) but I find it hard to input correctly with super freeze and all.
Still a long way to go, but Iâll keep training
dash under him if youâre that close. also close mp has a fat weird hitbox so sometimes that works.
RH Kara throw punishes parried dive kicks. Even if itâs not great damage, itâs better than no punish at all. cr.lk xx SA2 should work as well. For kara-flash kick, use QCF+MP, U/F+LK in one quick motion. I find it works best that way. If someoneâs jumping in your face and theyâre just looking for a parry, try HK divekicking out of there or option air parry jump LP or HP. Like Tebbo said, try dashing under if you know theyâre just gonna jump. Remyâs dashes go far and fast.
Super cancelling an LOV to bait SA2 seems like kind of a stupid thing to learn unless youâre mega GDLK. If youâre in her low forward range and you know sheâs fishing for it, try kara-UOH with RH to hop right over it. This is pretty good for people who like to mash shorts when theyâre cornered, too.
also.
parry flash kick. which is something you should be able to do. just takes some practice.
also his jab which is probably the best AA jab in the game.
if you AA jab someone it gives you time to charge anything, or let anything go so that when they land they will immediately have a LOV in their face to block, parry, etc.
this is a fundamental remy tactic. you donât AA for damage. you AA for control, pushing, pressure and setup. so your actual AA response will be weak, but the position it puts your opponent in sucks for them and lets you do whatever you want.
AA jab ? that doesnât sound too comfy. either youâre in a parrying mood, waiting to throw a empty jump, or youâre in anti air mode, controlling your opponentâs jump with various normals/specials/supers. and for the latter, you need a little range for comfort, which jab clearly doesnât give. iâd understand a AA parry -> jab -> setup, but straight AA jab looks awkward as hell to me.
as for yunâs divekicks, the response is so range-dependent that there is no easy answer to the problem. basically i try to parry -> s.mk when heâs doing it safe, and guard -> throw when i feel heâs being off.
Neutral jump is good too to do sporadically cus you can time a hp anytime while your in the air⌠the hp hits just the same as if your jumping forward. if you time it in reaction to a dive kick the fierce will hit then you will land first and go for the full juggle or just an rrf
Mid screen with a corner just behind them or them in the corner is very good situation for this. Try meeting in the air and intercepting with neutral jump parry into fierce too.
Akuma players donât want there dive kicks stopped so theyâll switch it to tatsu to land and cross over with they wonât go for air tatsu to hit from the front as much because if you bait that distance you can walk under a little and cr hp them if you see them reacting to your neutral jump. They will either go for a big arcing tatsu to cross over as there safest choice or try to air to air you with an early hitting jump attack. You follow to closely to chase them after the cross up you might get hit by it from behind with the cross up or if you challenge them in air they will tatsu. Set up your distance long before this happens so you force them to second guess if they are close enough to dive kick into pressure or jump tatsu to cross up.
his jab is excellent to AA with. both of them. after parry of course but also without a parry.
donât overlook it because it seems odd.
Apparently remy can dash out of aegis after a parry I did it by accident trying to parry out of the aegis corner mixup. Another thing is I have a stupid trick on shotos and shorter characters where I do medium kick or close fierce into roundhouse cbk.It crosses them up and puts you in the perfect spot to either kara-throw or low parry into crouch strong.
Also remy is godlike with all the dipswitches on.
the distance on his directional throw is a perfect setup to do cbk and land either right on their other side or right in front. which is just sort of a neat thing.
and yeah remyâs dash clips through a lot of shit if the timing is right. iâve had it go through yun far fierce, chunâŚsomething i forget, some oro stuff, etc. and more often than i have ever seen with someone like ryu. i guess its because his pushbox is very thin and his dash is very quick/airborne maybe.
neat trick with cbk, i will need to try that out.
What tebbo was saying with his jabs for anti air is true. But to arrive at it being so good you must give them lots of things to think about as they jump in. Mash jabs and as they land hit mk itâll start up as they get reset so it hits right as they land. This can get mixed in with other jab reset options too but far mk is a good start off to a later mix up of the same situation.
Anyone still playing Remy in 2016?
I was here.
of course.