Difference between revisions of "Remy (3S)"
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= Advanced Strategy =
= Advanced Strategy =
Revision as of 02:25, 2 March 2006
- 1 Introduction
- 2 Moves List
- 3 Combos
- 4 The Basics
- 5 Advanced Strategy
Basic Ground Combos
#1) Crouching LP x 2 canceled into a HK Rising Rage Flash.
#2) Crouching LP x 2~3 canceled into Supreme Rising Rage Flash or Light of Justice.
#3) Close standing MK, linked into a late Supreme Rising Rage Flash.
#4) Close standing HP canceled into a HK Rising Rage Flash, Supreme Rising Rage Flash, Light of Justice.
Neutral Throw Specific Combos
#1) Neutral throw near a corner, juggle with an early HK Rising Rage Flash when you recover from the throw.
#2) Neutral throw near a corner, juggle with an early Light of Justice (3 hits only), when you recover from the volley of projectiles, juggle with a HK Rising Rage Flash.
#1) Anti-air crouching HP, when you recover, juggle with an early HK Rising Rage Flash.
#2) When near a corner, land an anti-Air crouching HP, when you recover, juggle with an early LK Cold Blue Kick, then juggle with a final HK Rising Rage Flash or a crouching MP canceled into a Supreme Rising Rage Flash.
#3) Land a air to air jumping HP, when you land, juggle with an early HK Rising Rage Flash.
#4) When near a corner, land an air to air jumping HP, when you recover, juggle with an early LK Cold Blue Kick, then juggle with a final HK Rising Rage Flash or a crouching MP canceled into a Supreme Rising Rage Flash.
#5) Anti-air crouching MP canceled into a Supreme Rising Rage Flash.
#1) Close standing MP linked into a crouching MP canceled into a LK Light of Virtue. Note that this is 1 frame easier to perform on a crouching character.
#2) Against a cornered opponent who's standing, jump in HP,when you land link close standing MK canceled into a LP Light of Virtue, then link crouching LK canceled into a HK Rising Rage Flash, Supreme Rising Rage Flash, or Light of Justice.
Remy's goal is to force his opponent to jump at him. Although difficult to impliment because of the parry, his focus completely revolves around controling space with his large array of projectiles and attacks that make it difficult for his opponent to be mobile. By applying the right kind of pressure, your opponent will be force to commit to risky actions in order to avoid Remy's mid-range offense, like the jump, or other evassive special moves. When properly anticipated, Remy can score big damage off of a poorly timed jump with his wide variety of damaging anti-air options.
Remy's low-hitting attacks are severely lacking. Outside of crouching LK, none of these attacks are safe, nor do they lead to substantial amount of damage. His only answer to this problem is crouching LK--> Light of Justice, which is safe, but not verifiable. This severely limits his close range options to a handful of attacks that are highly vulnerable to standing parries.
Additionally, Remy is heavily reliant on his low EX Light of Virtue to exert a threatening mid-range presence. Without it, his ability to punish whiffed attacks and control the movements of mid-range oriented characters is limited to a handful of weak and risky attacks. The result is rarely having access to Remy's much needed Super Arts because of the meter usage. Without a Light of Justice or Supreme Rising Rage Flash stocked, Remy must rely on weak and highly risky tactics in order to score damage at close range.
If the above wasn't enough, Remy also happens to have the lowest stun damage rating in the game. This is a huge disadvantage to shoulder when dealing with characters that are focused on dizzying you, such as Ryu (Denjin Hadouken), Necro (Electric Snake) or Makoto.
Super Art Selection
Although both the Light of Justice and Supreme Rising Rage Flash are viable options, the Supreme Rising Rage Flash is generally the prefered super of choice. It's flexible, fast, and it even has a long meter, allowing Remy to store massive amounts of EX moves for opportune moments.
Using Charge Partioning
Jump Straight Up HK
As mentioned, the risk versus reward on Remy's close range options is lacking when he isn't sitting on super meter. To compensate for this, you may have no choice but to commit to risky actions in order to open up the window to score big damage in wake up situations.
One of these such options is utlizing Remy's jumping HK as a means to punish throw whiffs. In wake up situations, anticipate when your opponent may attempt to tech a throw, then jump straight up just before they initiate the command. If timed correctly, your opponent's throw will whiff directly under you. Since jumping HK has such a steap downward angle, you can initiate the attack very early in the air to punish the throw whiff. After it connects, it's still possible to link a crouching LK canceled into a Raging Rage Flash for sizable damage.
It's possible to use jump straight up HK in a variety of attack patterns to punish tech throw whiffs. For example:
Blocked crouching LK
- Kara throw directly where you're standing.
- Jump straight up HK
Blocked close standing MP
- Walk up a step, kara throw.
- Walk up a step, jump straight up HK
- Early crouching MP canceled into a LK Light of Virtue
Additionally, it's possible to tap forward just as you leave the ground for the jump to cover reversal attempts with a parry. Although this may seem impossible if you want to keep a charge for the crouching LK-->RRF, simply tapping down for a second before you jump will allow you to partion and keep charge for the follow up combo.
Unfortunately, there are several ways for many characters to avoid this tactic altogether. Chun-li for instance can simply use crouching LP to avoid throws instead of teching, which is far too fast to be punished by jumping HK if it whiffs.