By popular demand (hoorah), here’s a quick guide to playing Remy. I like it quick and efficient (take note, girlies).
Jump in with fierce or roundhouse
low strong xx Flashkick (EX Flash if you’ve got it)
low strong xx low Boom xx SA1 (Use the low boom to hit-confirm)
standing mk xx EX Flash (Charge like oldschool Guile combos, see below)
standing mk xx SA2 (It’s a link, make sure to wait until the mk’s animation ends)
Uoh, SA2 (The overhead must hit late, start it far away or early on wakeup)
Neutral throw, RH Flash (doesn’t work on some smaller characters)
Low fierce, short CBK, RH Flashkick
EX High Boom
Jumping fierce, short CBK, RH Flashkick
(From a distance) Jab Boom, standing roudhouse (From the tip of his foot you recover in time to block/parry most retaliation)
Standing short (hits opponent’s limbs)
UoH (He has a good one, hops over limbs and moves forward while you charge)
Don’t use SA3. Ever.
SA1 is what I use personally, because it’s safe. Remy can’t get hit, ever, or it’s your ass. No matter what, you can risk landing an SA1 combo and you have very little room in which to be punished. Hell, you can just walk up and do (low short xx SA1) whenever you think you have an opening and it’s worth the gamble. You can spend a whole match just trying to get an SA2 in, and most non-scrubs can parry it if you try to use it as a generic anti-air.
Kara-throw with standing roundhouse. Remy has a good one.
EX Flash Kick is good for mixups. Empty jump-in, land, EX Flash will work at least twice a round. The other times… throw them!
This is all I can remember off of the top of my head. I think it should be enough so anyone can at least pretend like they know how to use Remy. After my surprise video release at the end of the week (Oh yes, it’s coming) I’ll see what else is on the docket and maybe I’ll put a Remy instructional on the “To Do” list. Good luck.