SF3:3S Remy Combo Video by his1nightmare

Well, this is a rarity. We have a new tool-assisted SF3 3rd Strike combo video starring Remy. If any of these corner combos seem familiar, the description explains they’re “inspired by Tosaka, but try to make a halfway good video about Remy without using some of his strings.” True.

highlights:
SF3:3S Remy s.LK at 0:01, Remy experimental flash kick whiff at 0:18, Remy mirror corner juggle at 0:30, and Remy double EX thrustkick at 1:26

combos and editing by his1nightmare

soundtrack: Faultline ft. The Flaming Lips – The Colossal Gray Sunshine (Paul Oakenfold Remix)

released yesterday, November 6th, 2010

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10 Responses to SF3:3S Remy Combo Video by his1nightmare

  1. Juan Fra says:

    Pretty neat.

    Though I can’t help but feel an “improvised” vibe to the video. Don’t know what to make of it: is it something good or is it bad? :p

  2. onreload says:

    I was really glad to see something like this, and while some of the more extreme ground has indeed been covered by Tosaka, this still shows that there’s new things to be done with Remy and (most…some?) of the 3s cast.

  3. BankBank says:

    enjoyed the vid. i really don’t know anything about this character. would love to see him in future SF games.

  4. onreload says:

    He’s a fun character, but he has a few big flaws, as a Guile-style character or not: for one, his normals aren’t very good. Some of them are nods to Guile, but in a more…effeminately-animated way, but without the speed/priority they’re just no good.
    Theoretically his fireball game is better than Guile’s, since he has low/high projectiles, and with EX, he can have multiple out at once..but the game has a parrying mechanic. With charge partitioning, he can get flash kicks and sonic booms out while seemingly dropping his charge, but strategies that involve partitioning generally aren’t the kind you can create on the fly; it’s not a dependable exploit, really. His supers don’t require charge time, but with lame normals and the parrying mechanic, well…it doesn’t really matter. He’s a lot of fun when making combo videos or playing casually, but he’s frustrating, to put it shortly; like he was almost a really solid character. Especially if you pick him up expecting him to feel like Guile or Charlie.

    • his1nightmare says:

      Remy is less weak than hard to handle.
      He has all the normals a good character needs, for hit confirm-links, priority wins, anti airs and overall he is theoretically the best poking character in the game. The problem about all of this is, he has basically 1 normal for every situation, but chosing the right one, following up right and winning because of this needs a way faster reaction and better understanding of the game’s hitboxes and range-system than with any other fighter.
      As example, his f.s.mp is a very fast, long reaching anti air, which is also incredibly safe if performed in the right moment. But performing it just some frames too late will result in c.s.mp, which will most likely cost you half of your life. But reacting this way too often destroys mixup, so you want to chose other normals, alternating, which require a -totally- different timing and spacing.
      This is unlike, i.e., to Ken. Who mostly wins every single situation with almost every single normal.
      Also, advanced Remy combos, not even speaking of the corner loops, are just filled with 1-framers. To use LoVs absolutely effective, you need a sense for timing which succeeds the one of Urien players by far. And RRFs are inferior to any other anti air special in the game; their ONLY plus point is, that you can actually surprise the opponent by using one all of a sudden (i.e. casual dash back>he jumps>full screen punish RRF). Also, but that is less Remy’s than Capcom’s fault… EX RRF is just immensely buggy…

      Sadly not even one Remy player in 11 years seemed to ultimately master him, unlike RX did with Urien. And I’m just living in Germany were arcades are as famous as any guy from Luxembourg <___< .

  5. onreload says:

    I could tell you were a fan of Remy, from the way you did the video!

    What I mean by having good pokes is that while yes, he has some that are great in one situation or another (hit confirming multiple cr.LP to RRF), to have such specifically-needed pokes makes them bad…A shoto can throw out cr.MK and go to numerous options…a better, but more obvious example is Chun Li. Chun’s cr.MK, HP, B+HP can go to nothing/special/super while being safe and at the same time, hard to counter-poke.

    I think my biggest problem with Remy is the close/far normals. Like you said, close MP is not a great anti-air at all…close HP looks like it should be a decent anti-air, but this isn’t the case, unfortunately. cr.HP is also too slow for this purpose. Countering dive-kicking Yun/Yangs is very difficult, as charging for an RRF (flash kick, btw, for those who were wondering) means crouching and eating the divekick as an overhead.

    In general, my feelings on Remy is that his normals are either a) too slow or b) non-cancelable. I also wasn’t sure about mentioning RRF as being a crappy AA move, thought maybe it was just me…3rd Strike isn’t usually about AA specials though, the SRK is an exception I think. Seems like it’s better to go parry -> anti-air punish, but as you have to stand to parry a jump-in, there goes your charge…I’m very curious, what do you mean about EX RRF being buggy?

    I like playing Remy and seeing good Remy players, but I think he’s (sadly) a bad character when it comes to his attack properties. If you want to see some good (Japanese) Remy play, check out Shamoji, Tsumoon, and Pierrot.

    Not sure I get the Luxembourg reference – do you mean it’s as hard to find an arcade as it is a man from LU?

  6. his1nightmare says:

    I’m indeed absolutely a fan of him :P .

    Yeah, that specification is what I meant, this is what makes most of the high tiers, comparably, easy to play. The fact is just that Remy’s poking-based normals win in most situations to the mirror-move of the opponent, but you have to chose the right one, since all your other normals will lose, while the opponent would still win chosing almost any other poke.
    Well Yun/Yang and the other characters which spend a lot of time jumping around are anyway kind of a hell-matchup, there you have to have mastered parrying. Since AA-parry>c.hp works in any situation, removes the 1-framer from the follow-up CBK and leads to a 30-40% damage combo.
    About the c.s.hp, you are sadly right. This is the only normal Remy lacks, a decent close range AA. hp has immense speed and vertical range, but the trade is basically guaranteed. This is why you -have- to use c.s.mp perfectly, or, as I do, charge (partition) without pauses. Or dash under, Remy has very good dashes for his size and playstyle.

    By buggy EX RRF I mean the invincibility of it. Actually this move should be/is invincible to everything before Remy launches fully. But this is almost totally not the case. Not just that, let me bring in my most horrible experience, i.e. Akuma/Ken/Ryu can simply beat you out of the invincible start-up with a c.hp sometimes; if the other bug occurs, that a super activation skips the invincibility of your opponent for the next frame, Remy won’t even leave the ground and eat full damage (as actually shown in my video). Though it has 6 frames of activation, just visually it leads to such illogical moments (Alex: HYPER BOMB! ..on a spinning Remy).

    Well I understand your points, finally they are the reason why Remy is almost bottom tier. But I just, from my personal experience, feel Remy’s strength when fighting high players with top tiers when doing everything right. And my winning count with him is about 10 times higher than with Ken/Akuma/Alex/Yang/Makoto, and I think I can say I play all of them equally, Yang and Remy probably slightly better.
    So for me it feels like Remy only has bottom tier status because of all of these difficulties rather than simply having no tools for all situations, like it’s the case for regular low/bottom tiers.

    I guess I saw those players already, but since I don’t understand japanese I rarely get to know the names of the people I watch. So I thank you a lot for stating these players and I shall look out for them.

    About the reference, yes. Germany basically has.. no.. arcade.. halls. :( So I have to stick to private fights or frameskipping, inputskipping, laggy, buggy online matches filled with delay and despair.

    best regards

    • his1nightmare says:

      I guess after my post you probably still don’t fully get why I used Luxembourg to form my metaphor, despite you having asked.
      In Europe it’s actually a common phrase “As famous as a Luxembourger”, which is ironic since absolutely noone knows any (famous) person from Luxembourg. This is the background of my statement.

  7. onreload says:

    Ahh, I get it now. It’s a small place, after all. They’ll make it some day…though I doubt they’d make a fighter from there, in SF.

    I haven’t used the hitbox viewer for 3rd Strike, but there aren’t too many (any) non-super moves that have frames of full invincibility…so I don’t think it’s a bug, just another oversight on his design. Sean can have his non-EX Dragon Smashes stuffed pretty easily, but he’s supposed to suck.

    My main in 3S is Hugo, and I have very few complaints about his normals/specials. I’m complacent with him being mid/low tier, as I am with Zangief in almost all the games he’s been in. I just felt like Remy, with only a few tweaks, could/should have been easier to win with. Similar feelings with Twelve, but he doesn’t come from as solid a source as Remy does (with Guile/Charlie/Shadow being his inspiration), so Twelve is kind of a failed experiment – funny when you think about the back story, that Necro is the failure of a prototype for Twelve, when in reality, he’s a nice departure from Dhalsim’s playstyle while still being a derivation. But all this aside, Remy makes for great combo videos – and also has one of the best Aegis Reflector counters, haha… I wish his EX LoVs had more juggle potential, seeing that second one fly up through characters is so bizarre.

    I feel you on the arcade scene. I have one in my city, but there’s no 3S cab anymore. The past decade has been a bad time to get into arcade fighting games.

  8. Maj says:

    Seems like every Remy match i’ve ever seen, the Remy player controls the pace of the whole match but then dies to a comeback because it only takes two combos to kill him. On the other hand it’s pretty rare to see Remy clutch out a win after he’s losing by a large margin.

    I think “comeback factor” (as Valle called it) is definitely a real thing when judging tiers. The best characters can fight back from almost any reasonable deficit. I’ve never seen a good Ken player give up against a Remy player, no matter how badly the Ken player is losing a round.

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