For those players who play 3rd Strike and play low-tiers, don’t blame the characters for being sucky. True, they don’t have a lot going for them, but that just means that you have to exploit what they do have. Low tiers can win and be fun to use.
REMY
Charge-partitioning: Learning how to charge partition here and there will allow you to throw more sonic booms on the screen and/or be ready with flash kicks. Remy’s a charge character, so it only makes sense to learn how to get the most out of your charge.
Pokes: Remy’s shorts are really fast. On wake-up, you can do low short xx flash kick since low short comes out in 4 frames. It’s similar to Necro’s back short on wake up.
Far standing short is really fast too. You can use those similar to Rolento’s standing jabs, but don’t go overboard. You can stick out a few of these, then do standing fierce. The fierce should stuff out their counter poke or screw up their parry.
His far fierce has really good priority and will stuff out various pokes. Use them every so often.
Do NOT just randomly stick out pokes. Remy’s health is horrible, so why risk getting parried? Play smart.
Kara-throw: Remy’s kara throw is far roundhouse or close strong. I prefer far roundhouse. If you use this in conjunction with his awesome towards dash, you can open up a throwing game with Remy.
In the corner, you can combo roundhouse flash kick on most characters after a neutral throw.
Supers: I prefer SA 2, but the Japanese sometimes use SA 1. Why, I don’t know.
With SA 2, you can do low jab x 2 into super. UOH xx super. Close standing forward link into super. And if you’re a fancy pants, neutral throw in the corner xx super.
Sonic booms: Even if Remy’s sonic booms (both versions) are blocked, he STILL has block advantage. If you’re poking like a madman, it doesn’t hurt to end your strings by canceling into low SB.
Cold Blue Kicks: The short and forward versions of his CB kicks are pretty safe. The EX version is COMPLETELY safe (though with -2 block advantage, you could get Shin Shoryukened, but not likely. Mopreme’s in Austin )
Juggles: Some basic juggles you can do with Remy are:
- Jumping fierce a jumping opponent, then roundhouse flashkick as they fall.
- In corner: jumping fierce a jumping opponent, short CB kick, roundhouse flashkick. May not work on some characters.
**You can do the same followups if you hit someone out of the air with crouching fierce.
Anti-air besides flashkick: Crouching fierce, close standing jab. The neat thing about standing jab is that it recovers pretty fast. If your opponent parries your standing jab, immediately do crouching fierce and avoid their counter attack.
And throwing is good.