Yeah, in one Remy counter’s the 1st hit of Shin SHoryuken with SA3 but then Ryu blasts through him and Remy got like maybe 1 hit off, maybe none at all. It was cool in Ryu’s scenario but Remy, it just made pity him lol
i think if anyone really has any doubts or questions with sa3 they should try just playing sa3 only for a bit (a week or 2 or 3 or 4 =]). its not that its all the things ppl r saying it is… it also gives acces to another playstyle. this new playstyle is derived from all the negative elements this super has.
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its short, u know its short so u can easily get atleast one bar at 70 seconds and hold onto it. u have them thinking u cant throw too many ex’s… just makes u use them to ONLY hit with. it’s a bare bones remy. when u play as sa3 u gotta maximze what u got without bar. that means not being lazy and only going for the rrf after the jump fierce (i know i’m guilty).
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while u hold it u will notice ALOT more closely what the opponents reaction to it is. it’s either they completely disregard the super (goating u cus they think u wont do it). this aggressive play is BENFICIAL for remy (cbk over lows kara uoh/kara throw mix up). the second response is they turtle up allowing u to be agressive to push them back with lovs into the corner. all while slowly inching forward for kara roundhouse throw.
its because it sucks that saves it with the way the player plays against u. they HAVE to take it seriously (because YOU take it seriously). just the fact its the super u chose means u have SOME PRIOR KNOWLEDGE of your personal ghetto set ups. if u dont have any prior knowledge and decide to use it then your just handicapping yourself, by thinking of it as just a counter sa. with the prior knowledge u can measure distances of characters throwing a normal out of range while u try and catch it with kara sa3. every match u get closer to getting it. closer by reading the opponent. its just tiny increments since the majority will land u with losses.
but by the time u start actually getting one or maybe 2 BN’s during a match (winning those matches), u’ve already forgotten about landing it because instead of getting in those pause battles vs the opponents u have the advantage because u DON’T have to super. u either get a nice throw into the corner or a nice cr fierce for fat damage. u switch back to sa2 or 1 and actually become a better player that can use a super art alot better than before.
sa3 has it’s place just a steeper learning curve overshadowed by two superior super arts. perhaps from a technical view if it did gigas breaker damage THEN it might be a higher on the tier list version of remy. imo… from a normal dude… twittling his fingers… on a mac keyboard… in the dark.
I actually played with SAIII for months, it is worth it if you know how to use it although you need to use it only when you know you will get a hit in, this is easier said than done and takes a lot of practice. The damage is awesome, and makes you look pimp if you pull it off, getting “ohhhh” and "ahhh"s from the crowd.
I then decided I needed a more practical SA, so I started playing with I and II (this was a long time ago) and decided that SAII was better. You can connect it in many ways, and its a good anti air, it was also good when good players that love to parry, use EX RRF xx SAII, they parry the first hit of the RRF, and get F’ed up by the whole SAII ;D. So for a long time I stuck to that and didn’t give SAI a second thought, until I became bored one day and decided to try SAI.
At first I thought it was kinda of mediocre and not very useful. But the more I used it the more I realized the advantages. Unlike SAII, even if the enemy blocks and you miss, they will get pushed back, which is always good, especially when cornered. It was as an anti air as well, and one can connect moves after it in certain situations, as well as another SAI if available. It can be connected from something as simple as standing lp, standing lp xx SAI, and many other easy possibilities. When in the corner it’s great, specially if an opponent jumps , you can punish severely if you work your cards right. If it comes down to both opponents having low life, and withing chip damage of dying, even from half way accross the screen it can be the difference between losing and winning, especially if the opponent sucks at parrying ;D
But anyways, whatever works for you is good, if you think SAIII gives you a fair advantage, then go for it, just remember that practice is the most important thing. Also, don’t rely solely on SAs to succeed, I rarely use them, since I am busy using Remy’s regular attacks and EXs more than anything.
do you think it’s possible to kara it with towards + MK…???
so they think that stupid move is gonan come out and then POW!!! SA3 BABY!! :encore:
sa 3 sucks cause capcom hates the french same reason theres no french 3s
I must agree with Everdred on it, he has a point. For alotta players, when their opponent picks the worst character or in this case the worst super, they think “is he joking? this is going to be easy!” and they get cocky until they land on it you. It happened to me one time. I played a Remy player from japan with Twelve. And for wake-up he used the super cause I thought I could hit him with cr. Lk. Boy was I wrong!
How does SA3 NOT suck?
Red parry->SA3 is risky on its own because of… well… red parrying in general.
Other stupid stuff:
Ken does fp, Remy does SA3, Ken cancels the fp into some srk, and the srk will knock Remy out of the super.
Urien SA1- Red parry the 4th hit, cancel into SA3, and Remy will go right through Urien.
Shinsho blows through SA3 because if the first hit connects, Ryu gets 24 invincibility frames. 24 FUCKING INVINCIBILITY FRAMES!
And a shitload of other stuff.
SA3 is fun for flash, but pretty much useless otherwise.
every super art has it’s weakness.
even chunli’s saII… your point?
Blue Nocturne’s weakness is that it’s supposed to do damage, but there are a lot of cases where it just doesn’t do anything, even if you get hit.
I mean, I’d rank Elena’s Healing as being better than Blue Nocturne, just because it actually DOES something. Like… heal Elena!
And You Hou has no weaknesses! :tup:
So why would capcom do that to a good fighter such as Remy it sucks but oh well that why we only just it for fun
LoL
That was probably all that needed to be said on the subject. The thread can be closed now.
to strakka.how the hell you know shinsho has 24 invincibility frames. it would be nice if there was a list of invincibility frames for moves. i haven’t seen one.
Seriously, I don’t search this forum for my name, so it would’ve been better if you just PM’ed me instead of necromancing this thread. Anyways, check the frame data (http://translate.google.com/translate?u=http%3A%2F%2Fhome.att.ne.jp%2Fstar%2FGR%2F3rd%2Findex.html&langpair=ja|en&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools)
The Google translation for the notes on Ryu’s Shinsho says that:
In case of [kurinhitsuto], after the occurring 23 frame perfection invincible
When it is per refuse, after the occurring, 8 frame perfection invincible
A better translation would be:
In the case of a clean hit, Ryu is perfectly invincible for the next 23 frames
If the first hit whiffs, Ryu is perfectly invincible for the next 8 frames
Healing is her best super
Yep, #3 being #1 for me.
SaIII can be useful if you’re good at red parry, but then again SaII would also be good