Introduction
Remy is a young man from Paris who employs Savate (French Boxing) as his fighting style. He has disdain towards all fighters after his father abandoned Remy and his sister, who died due to their father's absence, to pursue the warrior's path. Remy is a newcomer to Street Fighter III: 3rd Strike.
Remy is a Zoner that focuses on keep out and a surprising amount of pressure. Remy's main priority is getting his opponent to the corner and doing 'Light Of Virtue' pressure as well as placing his 'Cold Blue Kick' in the correct places in his pressure for even more plus frames and better offense. He has fairly strong mobility with his forward and back dash being very strong as well as 'Cold Blue Kick' moving very far forward and having a safe amount of recovery on most knockdowns. He has a Plethora of reversals as well in 'EX Rising Rage Slash' as well as both Super Arts, 'Supreme Rising Rage' and 'Blue Nocturne'.
Remy excels in air-to-air as well as anti-air situations with his jump fierce leaving his opponent in a juggle state for follow-ups such as 'Cold Blue Kick' or even 'Supreme Rising Rage' in some scenarios. Where Remy struggles the most is in his game play is in having the lowest stun bar in the game, difficulty punishing after he parries, having his zoning punished via parries from opponent, fairly mediocre pokes and having very low life.
Super Arts
Remy's Super Art choice boils down to one of 3 things. Do you want safety and decent amount of damage, do you want big damage and a knockdown, or do you want a really situational parry? If you want the safety and a decent amount of damage you would use Super Art 1. If you want the most damage out of your supers and a knockdown, you would use Super Art 2. If you want a very situational parry, you would want Super Art 3.
SA1: Light of Justice
Light of Justice has some use in specific match ups against characters who rely heavily on the Parry in wake up situations. Having a safe, high damage option off of crouching LK (crouching LK--> LoJ) gives you your only real deterrent against random parry attempts outside of throws. It's also very effective as an anti-air option against close-range oriented characters with low jump arcs, like Dudley and Hugo. Specifically, a LP Light of Virtue canceled into the Light of Justice is a solid anti-air option.
SA2: Supreme Rising Rage Flash
The Supreme Rising Rage Flash is generally the preferred super of choice. It's possible to link into this attack off of the majority Remy's strongest attack openings, including crouching LP x 2, close standing MK, close standing MP, and close standing HK. It even has a long super meter, allowing Remy to store massive amounts of EX moves for opportune moments. It's also worth noting that the Supreme Rising Rage Flash is a 2 frame Super Art, enabling you to juggle with it if canceled into from ANY normal attack that hits a jumping enemy. This also allows you to punish a hand full of close-range attacks that are normally safe when blocked, like Ken's crouching MK or close standing HP, or the third hit of Yun's standing LP-->standing LK-->standing MP Target Combo.
SA3: Blue Nocturne
Often noted as the worst super in the game, SA3 is unreliable and gimmicky. It's a counter super, meaning that the opponent has to hit you after the super freeze to activate. So anytime you activate this outside of confirming it (easier said than done), the opponent could just...you know... not hit it and get a full jump in combo on Remy. The ONLY WAY to get this off in a real match is to parry a multihit attack and then activate, which is incredibly specific. This option also has low meter storage so Remy has less access to EX moves.
Strengths | Weaknesses |
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|
|
Remy #3S_RE | |
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Vitals | |
Life Points | 1120 |
Stun Points | 52 |
Super Art Stock/Size | |
SA1 | 2/104 |
SA2 | 2/120 |
SA3 | 1/80 |
Ground Movement | |
Forward Dash duration/distance | 17 (131px) |
Back Dash duration/distance | 19 (109px) |
Jumping | |
Back Jump duration | 42(5+35+2) |
Neutral Jump duration | 41(5+34+2) |
Forward Jump duration | 41(5+34+2) |
Back Super Jump duration | 50(6+42+2) |
Neutral Super Jump duration | 46(6+38+2) |
Forward Super Jump duration | 48(6+40+2) |
Wake up | |
Wake up duration | 67 |
Quick rise duration | 47 |
3S Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP (cl)
5LP (far)
5MP (cl)
5MP (far)
5HP (cl)
5HP (far)
5LK (cl)
5LK (far)
5MK (cl)
5MK (far)
5HK (cl)
5HK (far)
Command Normals
6MK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Target Combos
Throws
LPLK
4/6LPK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
46P
46K
28K
214K (air)