Isn’t that sepukuu?
It’s the same thing. Hara kiri was a commoner’s term, which is the more familiar term for Westerners. Seppuku was the samurai term for the act.
Pointless discussion warning:
Unless capcom intended to make Remy a pointless character, I don’t think parry was intended to completely negate fireball zoning/pressuring. I like to believe that capcom tries to balance the fighters, but Remy really doesn’t have anything up close, so it seems like it was supposed to be somewhat effective.
Remy’s still good at zoning. Sure there is no chip damage for his sonic booms if you parry it but it still forces the opponent away because the opponent actually has to parry it.
Exactly. A good charge partitioning Remy can do wonders.
Most characters can duck the high fireballs and uoh over the low fireballs, which means Remy can’t keep someone competent away for very long. And besides, last time I checked when you parried something, you stayed in the same spot. That doesn’t ‘force’ anyone away.
Except for the fact that he can’t deal damage up close either, so there is no real point in keeping them away, which is why I think they still assumed his lov’s would be doing some damage, but who knows?
i usually jump forward and parry cuz it then i would get closer to the him
I think that explains why there are few high level Remys in Japan and USA. I would recommend a couple Remy match vids. See how he’s played by the top players. Shamoji plays a good Remy. I don’t honestly think you’re ONLY supposed to use LoV all game.
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I cant really argue for Remy though. I don’t like him that much.
nice matches~ that for sharing~
No, but it keeps them from dashing up. Saying that lov’s are used to force people away was a bad choice of words… I mean to say that it keeps them pinned down and immobile. And if someone tries and jumps in, you can always do his qcb :k: move which is harder to parry than a sonic boom
Doesn’t Remy got a lot of fast high priority pokes? I’m not a Remy player but I’ve noticed that all of his normals come out relatively quick. And I think that the fact that Remy can’t deal a lot of damage is a reason that he’s got such a fast dash. So even though he can’t deal out large combos without meter…he’s got compensation for that
The problem with Remy overall is that once the opp. gets in, Remy is usually in deep shit. He’s good a zoning, yeah, but his normals and close up game is lacking, badly.
I think we need a good Remy player to come in this thread and set us straight. I dont think anyone can make a decent argument for or against him because I dont think anyone in this debate plays Remy enough to know how deep his offense is. I DO know however that he takes damage BAD and his stun bar is right next to Akuma’s. That’s not good. I get hit alot, which explains why I don’t use Remy.
Remy has low health and stun compared to other characters because he has some sort of advantage which other characters don’t. I personally think its his ‘keep-away’ game as some people have pointed out. Though Remy can also do a damn good job of keeping you in the corner. His normals are pretty fast with good priority.
However his lack of any decent punishment combos and his large hit box are enough to put anyone off using him. Watching good Remy players in action is almost like watching twelve - very impressive until you think ‘but he lost’ :xeye:
Not really, because I’m sure Remy is an easy matchup for any of us. His keepaway isn’t a threat because he takes damage like a bitch, and cant really dish it out. If you are successful in keeping your opponent away for 80% of the match, thats 80% of the match you aren’t doing any damage, and that other 20%, you were probably recieving significantly more damage than you were dealing. A good analogy for Remy as a character is a chocolate bar. He has a somewhat hard outer shell (keepaway LOV’s) and a soft gooey center (crappy defenses). This is why I think capcom thought keepaway would still have the strength it had in sf2, otherwise why make him have shitty up close damage dealing ability, and terrible defense? Or maybe they thought sa3 would dominate
Its still not easy to get in on a good Remy, even if u parry the LOV’s you’re still at a disavantage cuz Remy is mobile while you’re not. If forces you to jump in at him which is risky in the first place.
He also has a great kara throw, really good priority on his pokes, I am sure u just havent played someone that knows how to use him yet.
Well everyone has some tools at their disposal. You act like I’m saying Remy is worthless. Yun has to jump constantly against Chun, and Chun has the best pokes in the game, but it doesnt change the fact that Yun is a tough match for Chun, but Chun at least can deal some damage. I’m just saying the effectiveness of the LOV zoning was overestimated by capcom.
Remy is good. Far from the best character in the game…but a good Remy player can really beat like any character in the game. His pokes are solid enough and for a more “defensive” type character he can actually close the gap really well. Solid poke strings and a crazy quick dash. The key to being able to using Remy effectively is obviously creating pressure without getting hit and well…that only works to a certain extent against some characters (Yun, Makoto etc.) but knowing the matchup and how to utilize Remy’s options can make him a threat and able to beat any character. Might not be the best character for a tourney but…3S is one of those games where understanding how the game works can allow you to technically win with any character.
Yes u did pretty much said that Remy is worthless, I dont know how else I can interpret you post.
And please dont confuse “jump ins” with dive kicks, I am not talking about Yun, and Yun has no bad match up in the game anyways.