SvC Chaos: SNK Vs Capcom/Red Arremer

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< SvC Chaos: SNK Vs Capcom
Revision as of 23:34, 4 August 2016 by Redarts (talk | contribs) (→‎Normal Moves: Made Red Arremer's Normal Moves section.)
"G-gyaaaa. (Delish! Fresh meat always tastes best!)" By:Red Arremer, a demon over there

Introduction

RedArremerfacesvc.png

This demon guy is Red Arremer(For those who don't know, he is from the Ghosts 'n Goblins game, and I don't know why is he a secret boss here). I don't know interesting things about him(It should be better if you add), what can I say... He was cool wings? Let's go for his pros and cons.

Red Arremer's "Good 'n Bad" things

Good Things:

  • Very fun to play, and not that hard to master(He is a boss character, that's pretty normal for him);
  • Has nice long-range options(He is a zoning character, and see below for more details);
  • His projectile/air projectile can destroy almost every other projectile in the game(Including most Super ones);
  • He can safely call some of his minions from the Ghosts 'n Goblins game(He can combo with them too);
  • His air game is very nice(He has wings for that);
  • Can jump off walls(But he has wings...);
  • His cr.HK is actually a Command Move(You can cancel any normal into it)
  • His Exceed is unblockable.

Bad Things:

  • Doesn't have a crouching animation(See below for more details);
  • Has no cr.LP(It has the same animation and properties as the s.LP) and far/close animations;
  • Doesn't have Super Moves;
  • All of his Jump Attacks have exactly the same animation(No matter the button pressed, or which jump you used) and properties(But not the same damage, obviously);
  • His Exceed has limited reach.

(Note: I'm still not sure if he has Command Moves. If d+HK is a Command Move, all right. If not, add "Doesn't have Command Moves" in the Bad Things's list.)

Moves List

Normal Moves

RA's normals are strange, I can assume.

s.LP - All of RA's normals have no Far/Close animations. Just a stab with his claws. Can't chain into itself, and the other Light Attacks, but can be normal canceled.
s.LK - A two-hit kick. Can't chain into itself, and the other Light Attacks, but any hit can be normal canceled.
s.HP - A two-hit slash. Good for combos, and any hit can be normal canceled.
s.HK - Same animation and properties as the s.LK(Can be normal canceled too), but will do more damage(Making the s.LK probably useless).

j.LP - The Neutral and the Diagonal versions are exacly the same on each button. Just a kick to start combos. Nothing special, you can't crossup with it, and it's over.
j.LK - Same as the LP.
j.HP - Same animation as the above, but with more damage.
j.HK - Same animation, more damage than the Light Attacks. Only that.

cr.LP - Same as his s.LP.
cr.LK - A low-hitting kick. Can chain into itself, and into the other Light Attacks(That means, it's the only Light Attack Chain starter). Can be normal canceled too.
cr.HP - Same animation as his s.HP, but with one more property: It will reset your opponent on hit. Probably the easiest reset setup in the game. Learn this move, you can need to do pressure(And some unblockables) with his minions.
cr.HK - (Still don't know if this move is a Command Move) A slide, it can pass under some projectiles, and you can cancel any normal into this move. You can't cancel it too.

Throws

Demon Head

  • Press AB / CD when near

Command Moves

Sankaku Tobi ub into a wall, press uf

Special Moves

Fireball

  • qcf + P (air)

Woody Pig

  • qcf + B


Zombie

  • qcf + D

Puchi Devil

  • qcf + K in air

Hell Hunter (Kuuchuu)

  • qcb + K

Hell Hunter (Chijou)

  • f,d,df + K

Demon Pillar

  • f,d,df + P

Death Cannon

  • f,hcf + P

Exceed Move

Suppertime

  • qcf,qcf + K

The Basics

Gameplan

Some Combos

j.D,cl.D(1 hit),qcf+P

(Corner Far)qcf+A,dp+K/f,hcf+P

cl.D(2 hits)(back hit qcf+B)(cl.D(2 hits),(back hit qcf+D),cl.D(2hit),qcf+P

Advanced Strategy

Match-Ups