Remy vs Alex
okay, this is the third of Remy’s worst match ups.
Remy’s main disadvantage is that Alex takes damage well and that Alex can easily stun him. This turns up to be more of a range game, but it’s not as bad as facing Chun Li.
Some of the weaknesses that I’ve noticed in my gameplay against Alex has been:
Getting Hyper bombed on wake up
Getting punished for not parrying Alex’s air fierce
Not parrying Alex EX shoulder charge (damn, that thing is fast)
Falling for old school-Jump in, do nothing, SAI bullshit.
and finally, throwing a LoV at the wrong time for Alexs SAIII to
get an advantage.
Some of the cool shit that I’ve smacked Alex players for:
old school blocked CBK–throw/RRF mix up
“anti-wake up + anti-standing” c. short, SAI
“Anti-wake up + anti head stomp” Air fierce reversal
Throw a LoV, fake a follow up by missing Alex’s counter, sweep on recovery.
red parrying a flash chop after a blocked s. forward–c. fierce, RRF
What Remy has going for him is his quick recovery, sometimes even if an attack is parried he can still retaliate/parry without fear of punishment:
If Remy jumps in with a deep Air fierce and Alex parries it, Remy can somehow still do a RRF a couple of pixels before he even lands from the air fierce. Don’t ask me how this is, just try it sometime. You can avoid Alexs SAI with this tactic as well as other annoying throws.
After every successful parry remember that you want to combo as much as possible:
Air-to-Air parry: Air fierce, CBK, RRF–OR–Air Fierce, SAI/SAII–OR-- Air fierce, CBK, s. roundhouse-dash in for a set up trap.
Remy Air Parry–Alex ground attack
Deep Air fierce, c. fierce, RRF
Air fierce, s. forward, s. roundhouse
Air fierce, s. forward, SAI/SAII
Remy Ground Parry–Alex Air attack
Always c. fierce, RRF if you can help it.
s. forward, s. roundhouse (if Alex is standing close)
s. forward, short CBK (if alex is crouching close)
s. strong, c. strong, c. short, SAI/SAII (if Alex is crouching close)
c. fierce, RRF (usually do this if he’s standing)
c. strong, SAI/SAII (if Alex is too far for a better combo)
Just sweep/short CBK (if he’s just too damn far)
Just grab (if you don’t give a damn)
Despite all the comboing possibilities don’t forget Remy can poke Alex into any corner. Feel free to use far s. fierce and s. forward as a part of your mid-range pokes, but make certain that you use a lot of s. strong for anti-air. If he air-parries it, you can parry it before he can do shit, then get your c. fierce combo for no extra charge.
Don’t bother using CBK for anti-air. save that for those dive kicking Yun & Yang players. You can use a late and distant short CBK for anti air since it’s not an expected attack.
Remember to use Low EX LoVs for anti-standing purposes.
A high EX LoV doesn’t serve much purpose against Alex except for using it to hit him before he even jumps.
Remy’s EX CBK is still a hard one to figure. It’s ‘okay’ at times to use for anti air but honestly, I only use this if I want to hit Alex with something harder than a sweep after parrying a distant c. roundhouse.
If you’re psychic like I am, you’ll use this baby not only for anti-air but also as a reversal against pokes.
Super Art Tactics
This baby is good for anti-air. If you really want Alex to jump, throw a LoV far from mid-range (when he doesn’t have SAIII ready) and execute a SAIas soon as he jumps. Alex gets juggled for a long time by this super so remember to dash a number of times after Alexs juggled body and get a roundhouse CBK in. If he’s closer to the corner do short CBK, roundhouse RRF. If he’s juggled body is IN the corner, get a c. fierce, s. CBK, r. RRF combo!
ahh…Remy’s trusted high priority super. Too bad the damage that this super does won’t seriously satisfy you when you realize how well Alex takes damage. Not to mention after how long it’ll take you to build that damn meter. Thus, you should understand that this is the super art that’s for using up to 6 EXs to use for some good counters whether it’s after a parry or a missed attack. Don’t bother using this for anti-air, it’s not worth it.
It’s also best to use this Super Art if you feel like being aggressive with s. CBKs, dash in tactics, and various Overheads and throwing annoyances and if you feel like low parrying into c. strong–super art a lot.
The serious super art of choice. Don’t worry, you’ll make your opponent feel like playing chicken and doing nothing but throws (esp. Alex) to avoid your super. simply throw out a few missed pokes and Execute when you feel like it. Remember to think further than Blu Nocturne. Your opponent thinks that you’re going to do it. But don’t make them think so. Make them feel comfortable enough to do various pokes when they realize that you haven’t unleashed the super yet. SAIII is only for people have other things on their mids other than EXs.
Alex is going to have to hit sooner or later with a headstomp or a flash chop sooner or later. He’s number one attack to look for is his fierce overhead.
Anti Alex SAIII
He’s either going to want to use for wake up or use it when you’re on recovery.
For wake up, heres the deal, just get in close like you’re going to do something, then jump up. If he goes for a SAIII do a Air Fierce, RRF combo.
For missed attacks:
Don’t miss a c. forward, personal Overhead, or a c. roundhouse (esp. c. roundhouse) You should be using c. roundhouse for certain perposes like anti-dashins, after a high parried LoV, and missed attacks. The Personal overhead is something that you might use between your pokes but not as anti-wake up against a charged SAIII Alex player. c. forward must hit, it’s got too much recovery to be missing shit, if not, you might be able to get a RRF in time against it.
Anti Alex SAII
A low LoV trades hits with this thing! I don’t know about an EX but RRF doesn’t beat this super. Weird, huh? The only way I can see this thing being used is for wake up and combos. Thus dash back from Alex when he’s on wake up, and avoid Alex jump ins. Either dash forward to get behind him when he jumps in or use s. strong as early as possible. If Alex Doesn’t do anything, Jump up to avoid the mix up of facing a Super/throw.
"You Can’t Escape!" It’s amazing how I can still jump at times. He’s only going to get this on you when lucky. It’s either a jump in, wake up (which I sweeped him out of ?!?), or after parrying a CBK. This should be easy to avoid.
Overall SAIII is the only bugger super.