Introduction
Red Arremer, or RA for short. is a common enemy from the Ghosts 'n Goblins game series, along with starring a couple of his own games. He's incredibly frustrating to deal with in those games with his sporadic and fast movement, and here he's limited in his movement somewhat due to the nature of fighting game design, but makes up for it with perhaps the most infamous of special moves in SVC: his minions. When used correctly, RA can essentially turn SVC into a mini bullet hell with the amount of projectiles thrown at his foes, so much so that an RA mirror matchup goes as far as to cause slowdown. He has plenty of other great tools that make him a nightmare to deal with as a zoner, however, giving him his top tier placement. He is still very much beatable, however, so don't pick him and shrug it off expecting instant results as experienced players will be able to get in. Which by that point, RA is left with basically nothing.
Pros | Cons |
---|---|
|
|
How to select RA
You like Ghosts 'n Goblins, and want to use him? It isn't possible to select him(Wihtout cheats, but don't use them) on the Arcade version, but you can use him on the console versions(Ps2 and XBOX). Just search for the Survival option, and beat him, or Athena on it(In the 36th fight), and you'll unlock him(Along with Athena, but no matter who you beat). Good luck, you know how survivals are.
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.
Command Moves
Sliding
- d+HK - (Still dunno, but it's here) Just read the cr.HK above.
Special Moves
Fireball
- QCF+P (In the ground or in the air) - Like a normal projectile, but it does two hits(The animation of it seems like Dhalsim's Yoga Fire), and will knock your opponent down. It can defeat other projectiles, probably for the two-hit feature(It can defeat some Super Projectiles too. If the projectile was blocked, the first hit will hit your opponent, but the projectile still will be active(Waiting for the second hit, where it vanishes), which is nice for pressuring. When used in the air, it will change RA's jump arc, still will do two hits(And your opponent will get a knockdown), but it can hit low if you have a good aim(Which is a interesting feature).
Woody Pig
- QCF+LK - RA summons a monster(Sorry, two monsters) from the Ghosts 'n Goblins game. They will fly until they hits(On tall opponents, it can hit early, on small opponents, it maybe won't hit). Very nice for pressuring(That's how those monsters work in that game, just spam them, and you lose). It almost doesn't have recovery frames, so it's safe from a certain distance. You can combo after any minion too.
Zombie
- QCF+HK - This one is nice. This Zombie will appear in front of RA, and will begin walking forward. It counts as a projectile too, and that means, it's mainly a shield. You can combo after it hits too, but that's a little hard. RA is safe to call him at a certain distance.
Puchi Devil
- QCF+K (Air only) - This one is probably the best for pressuring games. RA lauches 3 (Kind of) bats, and they will run forward, but almost touching the ground, and when they are in that position, they will hit low(Oh, and the bats will combo too). RA is safe to call the bats depending of the distance(And it will change his jump arc too).
(Note about the minions: You can have the three types of minions on the screen, but while a minion is on the screen, you can't call another minion of the same type, example: I called a Zombie. While it is on the screen, I can't call it until it leaves the screen. And you can combo after the 3 types of minions, the best order for that is: QCF+LK - Wait a moment after this one, QCF+K in the air, QCF+HK. After they hit, you can do any combo.)
Hell Hunter (Kuuchuu)
- QCB+K - A move for his air game. You'll need to know the patterns in this move(Consider the below too), because it's unblockable. On the LK version, RA will fly and stop behind the Health bars. After that, he'll fly from a full screen length, but making an U arc. On the HK version, he'll stop behind the Health bars again, but he'll make this arc -> \, and then he'll go back to this initial position(Kind of a hit & run move).
Hell Hunter (Chijou)
- DP+K - Learn the arc for this move too. RA will fly, but near from the ground this time. After some time, he'll make an arc like this -> __ and will stop after he reaches full screen length.
Demon Pillar
- DP+P - This is mainly for pressuring. RA will launch his air fireball, but it can only hit when it touches the ground, making a pillar. Can be useful as an anti-air, but you'll need to predict your opponent's jump. It does incredible guard damage too(Can be useful as an cheap finisher).
Death Cannon
- f, HCF+P - This move has the same animation as Zero's QCF(2x)+P Super. RA will charge, and launch a Super projectile. It does nice damage, but you can't use it on combos(Maybe after the Minions combo?).
Exceed
Suppertime
- QCF(2x)+K - RA will do an unblockable wall leap, and when it hits, RA will begin biting his opponent before throwing him/her on the ground. It does nice damage, but it won't do full screen length. The LK version will make him fly further too(But not full screen). You can use it as a meaty, but depends of where your opponent is.
The Basics
RA's gameplan
RA's just a great keepaway character. His minions and projectiles are his gameplan, and you can spam them from far away(You can have all of the 3 minions on the screen, and RA almost doesn't have any recovery frames if he calls them, so...). If a minion hits(Especially the bats), run to do a combo, you'll need it to do damage(You won't win only by chipping). His minions won't let your opponent jump, GCF, or things like that, because you're only thing that takes damage in the middle of that "bullet hell". Oh, but there are things that can break you minions barrage, like EQ with his Fat Guilty, Parries(From Ryo and Hugo), Teleports in general, and Super Projectiles(You can negate it, but it still will stop the minions). He doesn't have Supers, so he has to rely on his Unblockable Exceed(Make sure you hit with it), and the Unblockable Hell Hunter(Remember the patterns) to do real damage(You can make RA charge the Hell Ride while you're spamming minions too, which is nice). Good luck on your matches.
Some Combos (Without MAXIMUM Mode)
Advanced Strategy
Resets with the cr.HP
Resets are important, that's what is on almost every section. You can do reset combos with RA, and they aren't that hard to perform. It's just this:
[Jump Attack (If you want more damage)] cr.HP, (After the reset)
- (You can empty jump/dash here if you're not on the corner) cr.LK(2x), cr.HK/d+HK(Still dunno) - low starter with a knockdown after it;
- Jump, j.HK/HP(Are the same thing), any combo - High Starter into a (Maybe, depends of the combo) knockdown;
- Cancel the second hit into Exceed(If RA is with his back to the corner)/Hell Hunter - Reset into unblockable; You can make one of your minions hit your opponent after the reset, to help on the Hell Hunter charge.
Learn those above, you'll need.
Match-Ups
Athena
It doesn't look like it, but this matchup is actually in Athena's favor. There are three main reasons: First, Athena can always exploit the fact that RA cannot crouch with arrows. While he can still low block, it doesn't change the fact that he will always be hit by arrows on the ground and can only truly avoid them if he jumps. Even then, he's wide open during his summons so eating an arrow is not that difficult. Second, Athena's Exceed can effectively shut out RA from ever summoning bats at the risk of getting half his life bar deleted. Third, RA can's approach all that safely since Athena's Wave attack will anti-air him if he tries to jump in, on top of completely bypassing his minions. Her lion summon will be nullified by RA's zombie minion, making the lion significantly less useful, though. RA can also still force trades with smartly timed summons, and if all else fails he has his fireballs. Though with Athena still being quite effective even from fullscreen away, RA has practically zero chance of setting up a combo on Athena unless the planets align. The RA player will have to force Athena into opening herself up, either by forcing Athena to approach or approaching Athena himself. But unlike RA, Athena has at least a couple more useful normals, so RA still has to try and fight from a distance, or wait very patiently for poking opportunities.
Orochi Iori
Red Arremer has better aerial control than Orochi Iori does, thus he can still keep O. Iori out with bat summons and pig summons from jump in attempts. However, it only takes one poorly timed summon for O. Iori to barge right in, and if patient enough, O. Iori can jump/superjump across all of RA's minions and start pressuring him. And since RA only has his slide and Exceed to defend himself up close, shaking off O. Iori will be very difficult if he doesn't have Blowback readily available. RA's bat summons also don't pose that big of a threat when O. Iori can casually walk past them as they're being summoned due to his walking speed. If O. Iori fails to close the gap and RA manages to set up his minions, he can still retaliate by using his projectile super which will screen nuke all all minions and projectiles on the screen, and potentially even catch RA, forcing RA to restart. RA has to play very patiently to ensure that O. Iori doesn't trap him, and be selective about his summons. O. Iori only needs some patience to wait for the right window to rush in and barrage RA, but preferably conserve his meter in case he needs the emergency screen nuke.
Combos
RA's combos aren't that good, but he can do something with his claws, mouth, minions and feet.
(Without Max Mode) | |||||
Combo | Damage | Notes | |||
[Optional Minions combo, Jump Attack] cl.HK/HP (Cancel the first hit), QCF+P [Optional Meaty Exceed (Assuming that the bites and the throw are hits)/Hell Hunter, if on reach] - 3-15 hits | Probably his BnB. Nothing special about it, but you can use the two hits of the cl.HK if on the corner. | ||||
(Corner Far) QCF+LP, DP+K/f, HCF+P | Dunno how this combo works, it just was here. | ||||
(Use the QCF+LK and HK minions, and jump over your opponent) [Jump Attack (Please, after you jumped, don't even try to crossup with RA)] cl.HK/HP (2 hits), (QCF+LK needs to hit here), cl.HK/HP (2 hits), (QCF+HK), cl.HK/HP (1 hit), QCF+P [Meaty things here] - 12-18 hits | Damaging combo, but very hard to land on a real match. Jumping over your opponent with the minions on the screen can be easy, but... This combo? Dunno, didn't do many RA matches. But it's possible anyway. |