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Everdred Teaches Remy

EverdredEverdred Seriously CasualJoined: Posts: 1,607Registered
This thread will continue off of the first Remy Tactics Thread

I started this thread inorder to have a forum for players to ask question about playing as remy and for ppl to learn new strats and oddities while playing as Remy.

i learned the reason why remy inches forward everytime u perform an EX low LOV, the reason is that your kara canceling the standing roundhouse into the move itself... so everytime u do it u inch forward from the roundhouse pixel start up. if u dont use the roundhouse kick as a button for the EX u will not have to worry about inching forward while u do Remy's LOV rapidd fire.

Ask any questions this could be the general Remy strats thread. anyone is welcome to add strats to this thread also.
I don't play Third Strike. I play Remy.
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Comments

  • agentzagentz has vegan powers Joined: Posts: 326Registered
    I've got a question on parrying/red parrying into SAIII

    Is the timing on doing the super just incredibly fast? I've read (from Remy Stryker) that you can "fireball motion red parry" but I thought that the joystick had to go through neutral in order to parry? If thats the case, then you would have to red parry, qcfx2 which isn't the easiest thing in the world to do.
    Low short, throw
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    everyone has seen situations where a shoto will go from a low parry to a hadoken or hurricane kick by acident off from a parry since part of the motion of doing both moves starts with the down position.

    remy stryker posted up before that in order to do a red parry into SA3 u'll have to do a QCF for a parry making the last part of the motion the actual parry... once this is done all u need to do is do the other QCF and then press kick.

    seeing as a shoto can accidently do a down parry off of a directional move the whole sequence of a QCF parry seems hard but i believe the window of opportunity that the forward point on the joystick for the parry falls into should be pretty liberal and loose.
    I don't play Third Strike. I play Remy.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    just learned something new tonight might as well share it, dont think anyone stated this before either...

    CBK follow up can be really risky especially since after a point blank SHORT CBK u land pretty much within throw range of the character u just hit.

    i learned that remy can squeeze in a close standing short, forward or roundhouse kick right after hitting someone with a point blank SHORT CBK and HE WON'T BE THROWN OUT OF IT, all three close standing kicks done at the right time actually counters the throw attempt of the opponent.

    the easiest follow up kick i think would be a tie between the close standing roundhouse and close standing short, i've only been able to get the forward to come out like twice. the forward follow up would probably be the most useful due to the link capability into SA2 after seeing it hit but the follow up is VERY difficult to land when an opponent is throwing the moment they r able to.

    oh and a great way to practice throw countering with CBK's is to go into the parry training option and set the dummy on throw over and over again (just mash on throw rapidly) this will make it that if u hit the computer with something as soon as they recover they will do a throw.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    wow great info

    I got some question about partition charging.. sorry if it seems a bit repititious but that is how we are suppsoed to use remy.

    because there are 6 buttons to press 3 punches and 3 kicks they all have different timing...

    if we FIRST throw a SB either high or low in the slowest speed (jab or short) is the timer longer or shorter if we decided to OTHERWISE throw high/low SB in the highest speed (roundhouse/fierce) and then throw another sb using partition?

    sorry if the question is really complicated...
    but it's been on my mind for quite some time

    thx in advance
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    i dont really fully understand your question so i'll just write a whole bunch of stuff concerning it...

    the charge times for all LOV's are the same

    BUT...

    using the japanese method of throwing a LOV, it cuts down the charge time for the next LOV from like 1,2 frames of charge to zero...

    the frame rate for each animation for each version of LOV is different tho in that remy will be stuck in an animation longer or shorter to complete throwing the LOV depending on what button u pressed.

    if u charge a LOV and throw it using the jap method with the short kick version immediately after (if done correctly) u will have enough charge stored for a high LOV at any strength.

    this method doesnt work correctly for the jab version of the LOV because since the total frame rate is like 7 or 8 (i think) u wont have enough time to charge another LOV while u throw the first one... u'll have to keep charging for another 1 to 2 frames.

    the way rapid fire works with remy, and multiple shoulder tackles with urien works is that inorder for the next attack to come out u must have stored enough charge WHILE your doing a move.... so whenever u see remy rapid fire LOV's the player is charging a LOV while he's performing one... once u do the motiion of the LOV and u dont have enough stored it'll stop. but if u charged correctly it'll come out.

    its possible to...
    throw a short LOV... walk forward a bit... then throw another short... walk forward a bit... then throw another short LOV over, and over and over again because if u do a perfect charge through one short LOV than it will be stored for a little more than two seconds allowing u throw a LOV, step forward and UOH and then do an crouching short into EX low LOV... and all this time u r also free to parry if u decide not to do any of the following after the LOV.

    i dont think dashes store charge forever, stored charge "goes away" after a set time limit.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    great info yet again

    my question is something like this

    for SBs.. between short and roundhouse.... which allows us to throw the next high SB quicker?
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    Originally posted by lotus
    great info yet again

    my question is something like this

    for SBs.. between short and roundhouse.... which allows us to throw the next high SB quicker?

    short
    I don't play Third Strike. I play Remy.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    here is another neat trick i was playing around with while in practice mode.

    its possible to kara cancel the CBK with standing strong. it gives u a huge distance advantage.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    i figured what kara throw is.. (strong + throw)

    but... explain the kara cancel to cbk thingy!

    so you press forward... and then close to the end of the animation you... put the input for a cbk?
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    just do QCB then hit strong first followed closely by any kick button.
    I don't play Third Strike. I play Remy.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    i havent wrote anything in a while, here r a few things i've been messing with while playing some ppl casually.

    reading the frame rate data off of karathrow dot com has gotten me to start using the standing far strong more often. its a very good poke.

    it's remy's best anti air( stand out of sweep range and spearhand them in the foot as soon as u see there feet come off the ground)

    has good reach for poking standing opponents at far off distances(hugo and q cant duck it ABUSE IT)

    and has a pretty nifty recovery time (so many neat air to ground parries i let kens have that result in them losing 20-30% life)

    one tactic i use the standing far strong with is i'll throw a short LOV chase it and then standing strong the opponent while they r blocking or parrying it...

    the standing strong will whiff if the opponent blocks or parries the low LOV right? i use it for a baiting trap because since i am standing it will give the opponent the thought of striking low with a move after they either blocked/parried the low LOV.

    u just down parry after u throw out the standing strong, do a crouching strong into super or just tag them with a CBK for good damage since they r crouching for it.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    great tips evered

    speaking of.. parrying.... this is where my game sucks... obviously remy can't be charging back for the whole game or else he'll be stuck in corners.

    I can parry but ... i just throw something weak like a short... or forward or strong something like that

    hmm.. any good combos after parrying a standing/ground attack when the guy is fairly close to you??
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    i think the best thing to do after a ground parry is just crouching fierce. u get a juggle combo and u wouldnt have wasted the parry opportunity. but in reality u wont have many after parry situations to squeeze in a crouching fierce. other things u can do after u parry r

    short CBK
    forward, roundhouse chain
    forward, short CBK
    fierce, short CBK
    3 crouching jabs, roundhouse RRF

    if u have bar crouching strong or short, super
    I don't play Third Strike. I play Remy.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    on a standing ryu its possible to do a jumping fierce punch then into a cr. strong into a LOV, into another cr. strong and then finish it with a rh RRF.

    i did this on a normal non stunned ryu in the corner. so it might be possible to do consecutive crouching strongs into LOV's till your out of distance.

    one combo i did on ryu also was a jumping fierce into a standing fierce into LOV into crouch strong, i didnt finish the combo tho cus the RRF is out of range. and if u did a LOV it doesnt hit in time to catch him while he is in hit stun. so best bets r just to try a EX LOV or a super right after.

    something i've been trying to do lately is do a normal jump in combo with jumping fierce into stand strong and then in LOV, but then i wanna walk for a millimeter and hit standing forward. i never do it in time tho.... i swear if its some how possible to do that....:confused:

    just someone tell me its possible.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    fooling around in my DC one day I noticed when remy is in crouch block position and throwing out or strong + (pushing the stick forward) will make remy do the move as mentioned above + immediately throw a high lov without needed to press strong a second time

    this works with short too..... but remy would do a crouching short + low lov.

    some of you people may have discovered this already..I did long ago

    but i'm wondering if there's any tricks or multiples that can be used with this

    a couple of times while fooling around in practice mode I canceled crouching short in EX low LOV.. blah but i dunno what the hell i did. lol
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    jumping fierce, standing fierce, EX high LOV, crouching strong, EX low LOV does 60 points of damage to ryu standing in the corner.

    in order to be in range for the crouching strong u need to cancel the standing fierce as soon as possible into the LOV.

    after the EX low LOV u can combo into either super... learning to store charge and rapid fire booms makes remy able to come out with some massively damaging combos.

    instead of doing the first EX high LOV u could replace it with a strong LOV i believe and still be able to link the crouching strong into the EX low LOV.

    heres another trick with dash RRF's from a thrown LOV u can do the command b to d/f and then press the punch or kick button and hold the d/f position till u can move once u can just dash once and RRF, i can do this at 90-100% of the time now.

    u can dash twice and do this by doing a f, d/f motion twice then when u land just do a crouching short and then RRF. but if u r chasing a LOV dont charge down while u throw it.

    lotus i forget what its called but everyone in the game can do that, i think it might be called negative edge or something cool like that where instead of pressing a buttn to finish a special move u release it as u complete a directional command part.
    I don't play Third Strike. I play Remy.
  • lotuslotus Puddin Pops Joined: Posts: 1,572Registered
    nice combos evered now if only they were easy to remember... and activate before i get arthuritis...what arcade stick you using again?

    hmmm still trying to figure out

    cr strong...+ low EX lov

    sometimes high lov comes out (probably from the cr block, strong, fwd)

    sometimes only a low lov comes out.

    practice makes perfect! or unless there's a trick to this.
    Foster and polish
    The warior spirit
    While serving in the world;
    Illuminate the path
    According to your inner light.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    2 D's in the name.

    after anti air jab, short chain, u can play a mix up game

    u could crouching short into super
    u could UOH
    kara throw
    u could POH

    after a jab, short chain on a grounded opponent u could
    standing forward
    do a CBK
    kara UOH
    kara throw with strong
    dash and throw/cr. short/jab, short chain/CBK/RRF/UOH/POH

    after a neutral throw or if your further than your short CBK range u could do a kara cancelled short CBK, and literally hit the opponent for free cus they will not be blocking or expecting to parry it especially if they KNOW u r too far for the short version at that distance. the most they could expect to do to counter would probably sweep your recovery if u fall short, but since u kara cancelled it u'll nail them in the big toe with it and be in a good position to RRF if they do anything after or dash up and throw/CBK if they start to block or react by teching your throw.

    i noticed something while playing in the arcade against flash g. he picked necro, i noticed that necro's throw speed can easily throw Remy after a hit CBK at point blank (short version) i only got i think only 1 RRF after a hit CBK, but then after he started using his ryu, i was easily able to hit him with a RRF everytime i got a point blank short CBK on him. i think the throw speeds for the normal jab + short r different for every character which would explain the difficulty in countering with the RRF on necro, and the ease of countering since ryu probably has a slower start up on his.

    does anyone know if this is true? and if it is true does anyone know where i can read the frame data for each character's throw speed?
    I don't play Third Strike. I play Remy.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    walk/dash underneath ppl who just jump over u and do SA1 while they r in the air... WORKS PRETTY WELL IF U DASHED OUT OF THE CORNER
    I don't play Third Strike. I play Remy.
  • BillyKaneBillyKane 3s is life Joined: Posts: 712Registered
    Frame data books list all of the characters regular throws at 3 frames but sometimes it does look like some are faster than others (Necro, Chun, 12...). It might just be because of the animation or range though, I don't know.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    Originally posted by BillyKane
    Frame data books list all of the characters regular throws at 3 frames but sometimes it does look like some are faster than others (Necro, Chun, 12...). It might just be because of the animation or range though, I don't know.

    thanx for the input, Alex's missed throw animation looks so short compared to the rest of the cast.

    parry bait shoto's with a blocked LOV, they try hitting back just parry and punish.
    also another good rush down tactic against throws would be counter the first throw attempt or crouching opponent with a far roundhouse kara UOH, then when u land, do a normal UOH then since u r standing pretty much right next to them... either jump straight up or if u know how to charge through 2 UOH's u can EX RRF them right after the second UOH.

    i say jump straight in the air but its funny how wierd it can be to give the opponent that option to anti air u but chances r they wont, they'll probably wait till u throw out a move while in the air parry it and then as u land try to combo or throw u... since more than likely enough they wont anti air u since they just tried to throw and now your at the peek of your jump coming down an anti air wouldnt be much of a threat or good idea since its a tight spot to squeeze one in, so u can do a couple of things from this situation...

    1.air fierce coming down
    -if they parry it either CBK or (if u have a RRF charged) RRF once u land.
    -if it hits u get a free combo... a simple 3 hit from Remy hurts so much for some reason.
    -if they anti aired u, this thing probably traded in your favor.

    2.do nothing at all in the air
    -if the opponent didnt try to anti air u and is basically just waiting to parry a move or just waiting for u to come down just land and CBK/RRF, i think the odds r high they wanna throw u.

    oh and RRF them after u hit them with the CBK from the jump up, just dont do it next time:lol:

    for choices one and two it's possible to spend a little time going up and coming back down looking for a parry from that anti air. i dont think this should be the biggest part of the strat cus waiting for a parry is bad i think.:bluu:
    I don't play Third Strike. I play Remy.
  • ZeidustZeidust Joined: Posts: 65Registered
    Everdred as always your in top form. You and Remy_Stryker are some cool ass players. Infact non top tier players seem to enjoy the challenge of beating down cheap whores with good strats and poper clear thinking. Your lessons are very good.

    I do have a question. Roundhouse Kara-throw seems to give Remy the most distance. but I have the hardest time landing this. It has become second nature to use Kara instead of normal. But I find myself wiffing my throws more because I think that I am at the right distance but I am not. Kara throwing seems fickle and that the distance gained is very miniscule. Whats the deal?

    Zei
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    the roundhouse kara throw only works if u cancel the far roundhouse animation, if u r too close and a close roundhouse animation comes out and u try canceling it u wont get any frame advantage at all since the close roundhouse doesnt really advance forward at all.

    i always used the strong kara throw when i wanted to throw but i never really used any ticks into any of my throws since i only throw when i'm only a half step out of there throw distance. roundhouse would be more effective for this strat but to use it u need to play with distancing alot more.

    one thing u could try is doing a blocked low crouching short into low LOV, after they block it tap towards and then kara throw with roundhouse, if u just kara throw with roundhouse u'll be a little too far, the tap forward part puts u in reach, make sure u tap towards and kara throw as soon as they r done with the block stun from the low LOV tho.


    kara the RRF with standing strong after the neutral throw in the corner to hit opponents that u couldnt normally...

    dudley--> kara roundhouse and forward RRF hits if u cancel the standing strong

    ibuki, yun, yang, oro--> kara roundhouse RRF hits.

    on shoto's u can now hit with the short version of the RRF for more stun.

    i havent practiced on the EX RRF after the neutral throw on opponents yet.
    I don't play Third Strike. I play Remy.
  • Unknown Joined:
    Ummm...if you screw up the "rapid fire marathon" like by getting a stand fierce instead of a fierce LoV you can still continue the rest if you just continue charging and doing the next LoV (with Kick) as if nothing ever happened. However, I don't know if you can make two "mistakes" or more consecutively:

    High LoV, Low LoV, High LoV, Low LoV, s. fierce, s. forward, high LoV
  • Unknown Joined:
    Just so I'm completely on the up-and-up, are there any major differences between Arcade Remy and DC Remy? I want to test out a few things, but I haven't busted out my Dreamcast in forever and a day, so I need to make sure I don't come up with any fool's gold over here.

    N
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    fool's gold? what do u mean by that? everything i stated here works in arcade.
    I don't play Third Strike. I play Remy.
  • Unknown Joined:
    I'm pretty sure DC and arcade remy are exactly the same. Buffering on the DC extensively without practicing on the cabinets as well may mess up your timing for the arcade, however, since they run at slightly different speeds.
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    Originally posted by TripleA
    Ummm...if you screw up the "rapid fire marathon" like by getting a stand fierce instead of a fierce LoV you can still continue the rest if you just continue charging and doing the next LoV (with Kick) as if nothing ever happened. However, I don't know if you can make two "mistakes" or more consecutively:

    High LoV, Low LoV, High LoV, Low LoV, s. fierce, s. forward, high LoV

    IIRC if u do the store charge method and the go for a standard attack if u charge while u r doing ther attack it'll mess up the next sequence of LOV's if u r going to do normal moves between LOV's u gotta have the charge stored perfectly then have your stick in neutral while doing the move cus if u charge more than the "perfect charge" it'll reset the charge time not letting u come out with the next LOV.
    I don't play Third Strike. I play Remy.
  • Double ReppukenDouble Reppuken Asiaphilius Maximus Joined: Posts: 553Registered
    Originally posted by ClosetRemy
    I'm pretty sure DC and arcade remy are exactly the same...they both suck

    yep.

    By the by, whatever happened to the awesome power of the constant CBK technique?
    "How do you know it's him?"
    "Who else cancels Morrigan's lvl2 uppercut super into an air fireball?"
  • EverdredEverdred Seriously Casual Joined: Posts: 1,607Registered
    it works, kinda sorta, gotta be one of those spur of the moment deals. what did it go away? i never thought it left.

    r u being sarcastic? what do u mean what happened to it? a bunch of ingrates on SRK i swear, instead of trying shit out ppl just question and diss.

    that shit works and its funny when it does too, cus if u get it right it comes as easily as doing multiple head dives like yun and yang does only remy's does more damage and can be ex'd as soon as u wanna stop going through the loop.

    oh and double rep. please dont start with the shit talk in this thread, its one of the only strat threads not destroyed, if u think i'm full of BS dont post here, anyone who thinks i'm full of BS and doesnt take me seriously doesnt post here simple as that, anyways. but if u find a mistake i said or agree with anything i'll gladly welcome anything u or anyone else has to offer.

    have a good day sir.
    I don't play Third Strike. I play Remy.
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