Street Fighter 3: 3rd Strike/Remy/Archive

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Introduction

Moves List

Normal Moves

Special Moves

Super Arts

Combos

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.

Anti-Air Combos

#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.

Advanced Combos

#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 HP Light of Virtue, then link crouching LK canceled into a HK Rising Rage Flash, Supreme Rising Rage Flash, or Light of Justice.

The Basics

Remy's Objective

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.

Outside of this objective, it's also important to focus on cornering your opponent as soon as possible. Once cornered, Remy's ability to control his opponent's movements is hightened, making it that much easier to apply pressure and bait a jump. In addition to this, many of his anti air options, his neutral throw, and a variety of Light of Virtue based combos, all lead to extra damage when near a corner.

Weaknesses

Remy's low-hitting attacks are severely lacking. Outside of crouching LK, none of these attacks are safe, nor do they lead to a 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 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 (Abare Tosanami Kudaki).

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.

Advanced Strategy

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:

Options after blocked crouching LK

  • Kara throw directly where you're standing.
  • Jump straight up HK

Options after 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

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.

In other cases, players may use a throw teching technique that involves pressing LP + LK while crouching. Although throws cannot be initiated while crouching, your opponent can still tech throws using this command. That bieng the case, if you don't go for a throw, your opponent's character will simply do a stand alone crouching LP, avoiding the recovery heavy throw whiff.

In either of these cases, it's advised to option select crouching MP with a low parry if you anticipate these options (Let the joystick return to neutral, tap down, then press MP). Doing so will scare your opponent into teching throws while standing, allowing you to utilize jump straight up HK once again.

More on Jump Straight Up HK

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 follow up, simply tapping down for a second before you jump will allow you to partition and keep a charge for the follow up combo (Press down for a slightly longer period of time then normal to make sure you don't get a super jump). This is, however, only applicable after crouching LK or a standalone jump.

Additionally, against characters that utilize recovery heavy command throws, such as Makoto, Hugo, or Alex, jumping HK can be done slightly later then normal to punish the throw whiff. Because of the extended hit stun from the later jump attack, it's possible to go for extended combos when near a corner.

Example Combo: Jump straight up, charge down-back, press HK when you start to fall, land, let the joystick return to the neutral position, link close standing MK canceled into a HP LoV (use the motion db, f, db + HP, then continue to hold db), then link crouching LK canceled into a HK Rising Rage Flash once you recover from the projectile.

Although risky, this combo leads to massive damage and a large amount of super meter gain.

Meaty LP Light of Virtue

In wake up situations, Remy's LP Light of Virtue can be thrown on top of your opponent to meet them as they initiate a quick recovery. Although the LP LoV whiffs on most crouching characters, the quick recovery's final recovery frame is much taller then normal, allowing the LoV to hit. Strategically, not only does Remy have frame advantage after an LoV that connects this late, but the projectile itself acts as an effective reversal deterrent.

The better situations to set up a meaty LoV are after any Rising Rage Flash that connects near a corner. In regards to commonly used set ups, land a neutral throw near a corner and juggle with a HK Rising Rage Flash afterwards. Once you recover from the Rising Rage Flash, whiff a crouching MP, then throw a LP LoV when you recover. Assuming your opponent does a quick recovery, the LoV will meet your opponent just as they stand up. Remy recovers well before the LoV is blocked, leaving you with a heavy amount of frame advantage to work with for staging an attack.

Basic options after the blocked LoV

  • Walk up kara throw
  • Walk up close standing MK. If it hits, link into a Supreme Rising Rage Flash.
  • If your opponent parries the LoV, immediately do crouching MP canceled into a LK LoV to beat anything the try afterwards that doesn't have invulnerability.

Moreover, it's possible to increase the options available to you after the blocked LoV by initiating the projectile with this command: charge db, f, db, + LP. This throws the LoV while gathering a small portion of the charge needed for a Rising Rage Flash, allowing you to have the attack available for specific tactics and combos. For example:

After your opponent blocks a meaty LoV

  • Walk up, press down, chain crouching LP x 2. If Crouching LP x 2 hits, press up + HK just as the second LP connects to cancel it into a HK Rising Rage Flash.
  • After you recover from the LoV, let your joystick return to the neutral position. Initiate a Universal Overhead, then immediately start to charge down. If the overhead connects, immediately press up + LK when you recover to link a LK Rising Rage Flash afterwards.

LoV Machinegun

Using charge partitioning, it's possible to loop high and low Light of Virtues back to back without any gaps between each projectile. Although 3rd Strike's projectile rules generally only allow you to have 1 of the same projectile on screen at a time, Remy's High and Low Light of Virtue are considered to be two different projectiles. This simply means that you cannot throw only on type of LoV - you must alternate between Low and High projectiles in order for the technique to work.

Command to initiate the LoV Machinegun:

  1. Charge back and obtain a full charge for a LoV. Once you have a charge, tap forward, then immedately press back then Punch. Continue to hold back after the projectile's release.
  2. Once the first projectile travels about a quarter of its maximum distance, tap forward, then immediately press back + kick to throw a second LoV.
  3. Using the same command (back, forward, back + punch), immediately throw another high LoV as soon as you after you recover from the last. Continue to alternate between high and low LoVs.

LoV Machinegun out of a Dash.

Since the LoV Machinegun trap is only effective in certain positions, it's useful to be able to move around a bit before intiating it. That bieng the case, it's possible to perform the LoV trap after coming out of a dash. Keep in mind that the example below illustrates how to do this after dashing behind a LK or LP LoV, which is the safest way to move around.

Command to initiate dashing LoV Machinegun:

  1. Charge back and obtain a full charge for a LoV. Once you have a charge, tap forward, then immedately press back then LK. Continue to hold back during the projectile's release.
  2. Once you recover from the LoV, dash forward behind it. Immediately start to charge back again once you intiate the dash.
  3. When you recover from the dash, tap forward, then press back + LP to come out of the dash with a high LoV. Using the same motion, throw alternating LoVs as soon as you recover from the projectile.

Light of Virtue --> Rising Rage Flash

Using the right command, it's possible to immediately intiate a Rising Rage Flash directly after recovering from a Light of Virtue.

Command to store a RRF behind a LoV

  1. Charge down-back and obtain a full charge for a LoV.
  2. When you have the charge, tap forward, the immediately press down-back again. Press any punch button a quarter of a second after hitting down-back to throw the LoV.
  3. When you recover from the projectile, immediately press up + HK to initiate the Rising Rage Flash.