TITLE: SF3: 3rdStrike Remy FAQ
AUTHOR: MrHappyface (AKA: Phuc Le)
GAME: Street Fighter III: 3rd Strike (Arcade Version)
CHARACTER GUIDE: Remy 
UPDATED: 09/11/01

=================
LEGAL MUMBO-JUMBO 
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SF3: 3RDSTRIKE REMY FAQ COPYRIGHT 2001 by PHUC LE 

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==========
DISCLAIMER 
==========
The information in the FAQ is based on the arcade version.  
     It may or may not apply to the home console versions. 
Remember, this FAQ is free, so you are in no position to complain.  
     Ungrateful bastard! But please do contact me, 
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     or requested directly from me: MrHappyface@Smiley.net 

============
INTRODUCTION 
============
     I have mastered the art of using Remy in Street Fighter III: 
3rd Strike.  Remy was the 1st character I choose to master in this game.  
I never was into those SonicBoom & FlashKick type of fighters (Guile, 
Charlie), until I played Remy.  So why did I choose Remy in the 1st place?  
I just thought that his name was cool.  I had no idea what Remy's fighting 
style was like.  Luckily though, I adapted to Remy's fighting style 
surprisingly quick & well.  Seeing how compatible we were, I choose Remy 
as my main fighter.  Anyway, here are the factors you should consider 
before committing yourself to master Remy: 

STRENGTH: Could be better. 
STAMINA: Every character has his/her weakness, but Remy's strong points can 
     easily compensate for this.  At least Remy's stamina is stronger than 
     Akuma's, Ibulki's, Yun & Yang's. 
SPEED: Despite his lazy posture, Remy is still pretty fast.  Remy may even 
     be faster then Ken.  Many of his attacks (normal & special) has little 
     or no lag. 
RANGE: Long arms & even longer legs & moves that can 
     nail opponents from anywhere. 
PRIORITY: EXCELLENT priority in both his normal attacks, Special Arts, 
     & of course Super Arts.  He is one of the best pokers there is. 
OFFENSE: Despite his defensive nature, Remy can also fight quite 
     aggressively, if used efficiently.  Remy can trap almost any character 
     in the corner. 
DEFENSE: His footsie game is good, his poking is great, & Remy has a 
     wake-up move that can turn the table in a blink of an eye.  Remy is 
     also one of the best keep-away characters in the game. 
VARIETY: If you watch a newbie Remy user play, you may see him use that 
     cheap "SonicBoom & FlashKick" method over & over.  Remy actually has a 
     dozen tricks up his sleeve.  Real Remy users will be able to mix-up 
     their attacks to prevent parrying. 
CHEAP? As for you newbies that are just learning how to use Remy or the 
     entire game itself... Yes, Remy can also be used "cheaply," but only 
     if you play defensively. 

     And beside all of those great qualities, Remy looks cool & so does his 
moves.  And now - thanks to me - you too can master the art of using Remy.  
(but if your just reading this FAQ to figure out how to fight Remy, then... 
SCREW YOU!) >:( 

======
LEGEND 
======

--------------
Normal Attacks 
							
Jab      =   Light Punch                  Short        =   Light Kick 
Strong   =   Medium Punch                 Forward      =   Medium Kick 
Fierce   =   Heavy Punch                  Roundhouse   =   Heavy Kick 

---------------
Special Attacks 
LoV   =   Light of Virtue (SonicBoom) 
RRF   =   Rising Rage Flash (FlashKick) 
CBK   =   Cold Blue Kick (something that Guile wished he had)

==============
NORMAL ATTACKS 
==============

---
JAB (LP): Short range, weak damage, but EXCELLENT SPEED.  Crouch while 
using Remy's LP so you can charge for both the RRF & LoV. 

Standing: A back-hand/fist to the stomach.  Remy will also nudge 1 whole 
     pixel forward. 
Close: A back-hand/fist to the opponent's chest.  You can link a couple of 
     these together. 
Crouching: A knife-hand to the shins.  Short range, but GREAT priority & 
     EXCELLENT speed.  Good punch to throw in those narrow windows of 
     opportunities.  Remy's crouching LP can compete with the fastest 
     characters in the game.  3 crouching LP can be linked together; so can 
     a RRF if you're close enough.  
Jumping: Spear a knife-hand at the opponent's head.  This is your typical 
     jumping LP with lousy range. 

------
STRONG (MP): Good range, great SPEED, great PRIORITY, great for COMBOS.

Standing: Throws a knife-hand to the opponent's face.  This move makes a 
     great ANTI-AIR.  This move is EXTREMELY QUICK, which makes it a great 
     move to throw at the very last second.  WARNING: Due to Remy's height, 
     his standing MP may fly over the heads of shorter characters, 
     such as Oro.
Close: This looks a lot like a Karate chop.  It is fast which also makes it 
     a good ANTI-AIR.  It works against air-hurricane kicks. 
Crouching: A knifehand to the knees.  Good range & EXCELLENT PRIORITY will 
     make this move your main POKING weapon.  Great SPEED for COMBOs also. 
Jumping: Spear a knife-hand at the opponent's head. 

------
FIERCE (HP): Good damage, but slow. 

Standing: Remy will steps forward & wack the opponent in the stomach with 
     his forearm.  This move may be slow, but it has GOOD PRIORITY.  Stand 
     over the body of a fallen Shoto-fighter & he'll most likely use a 
     Shoryuken (dragon punch) as a wake-up move.  Time your standing HP 
     right & you'll knock him right out of it.  I've done this a dozen 
     times with ease.  I've even knocked Akuma out of his Messatsu Gou 
     Hadou (his 1st Super Art, the giant fireball) with the standing HP a 
     few times, but that one was just a fluke.  There is a lag before the 
     actual hit & your timing has to be pin-point PERFECT to pull that one 
     off.  Feelin' lucky? 
Close: Shoots a knifehand straight up.  This move has great vertical range, 
     but no horizontal range.  Try using it when a Shoto-fighter does an 
     air-hurricane kick. 
Crouching: An upward palm strike.  This move works great as an ANTI-AIR 
     "if", & only if, your opponent is jumping right on top of you.  The 
     crouching HP will launch your opponent straight up into the air, 
     setting him up for another strike on his/her way down (RRF 
     recommended).  Remy's crouching HP, however, is kinda slow so you 
     will have to anticipate when your opponent is gonna jump at you in 
     advance.  WARNING: Remy's couching HP has lousy horizontal range.  
     Unless your opponent is stepping on your toes, use it as an ANTI-AIR 
     ONLY!  This move can easily punish a block Shoryuken, just make sure 
     the opponent actually lands in front of Remy instead of behind. 
Jumping: An elbow drop.  This move does good damage & is very EASY to link 
     after, but has lousy range, so Remy will be wide open far an anti-air 
     attack.  This is a GREAT move to use, however, on opponents attempting 
     to parry a jumping HK.  And if you can actually nail an air-borne 
     opponent with this move at the right angel, Remy will actually air-
     juggle the opponent, allowing you to land on the ground first & follow 
     up with a RRF. 

-----
SHORT (LK): Short range, weak damage, but EXCELLENT SPEED.  Crouch while 
using Remy's LK so you can charge for both the FlashKick & SonicBoom.  

Standing: A kick to the shin.  Attack low without crouching.  Great move to 
     use after dashing in, or better yet, if your opponent is cornered, 
     just walk in.  Take a step, kick, take a step, kick, step, kick, step, 
     kick, step...  Mix this up with the overhead hop (MP+MK). 
Close: A knee to the gut.  It's possible (somehow) to throw this move right 
     before a LK flashkick.  I've done it a couple of times (by accident), 
     but I don't know how I did it. 
Crouching: Kicks your opponents toes.  Good priority with slightly greater 
     ranger then the crouching LP.  A LK RRF can also be linked after it. 
Jumping: Uses knee to land on the opponent's head.  Typical jumping LK with 
     NO range.

-------
FORWARD (MK): Good range, but a tad slow.  Good for poking at a distance, 
but not up-close. 

Standing: Remy pokes his foot straight out in front of him.  This may look 
     kinda funny, but at least it won't fly over anyone's head like Remy's 
     standing MP.  Not as fast as his MP, but has more range.  Good move to 
     use after dashing in.  OK for poking.  Good counter against "most" 
     dashing opponents. 
Close: A knee to the gut.  COMBO-able, but anything except a high SB is 
     difficult.  Also links into a standing HK.  
Forward: [Read "OVERHEAD" section for description & details.] 
Crouching: Remy will swing his foot out to kick the opponent's foot.  Great 
     RANGE, but too slow for combos.  Slightly more range than 
     Ryu/Ken/Akuma's crouching HK, so it can immediately punish missed 
     sweeps, but you have to be pretty quick.  Memorize the distance of 
     this move & use it so only his toes hits; any closer then you'll might 
     as well have used a crouching HK.  People who are used to playing with 
     characters such as Ryu, Urien, & etc, will have the habit of using the 
     crouching MK for combos.  This is NOT the move to use for combos.  
     Break this habit.  Remy's crouching MK is too slow for combos; use his 
     crouching MP instead.  This is a GREAT mover to use, however, on 
     opponents attempting to parry a crouching MP.  The lag will screw up 
     their parrying. 
Jumping: Remy will kick straight-out in front of him (as opposed to HK's 
     downward angle).  Great for AIR-TO-AIR combat against most characters. 
     Not good against grounded opponents.  If Remy wants to jump kick a 
     grounded opponent, then he should kick downward (HK).  Duh! 

----------
ROUNDHOUSE (HK): Good range, good damage, but a tad slow. 

Standing: A roundhouse kick to the head.  GREAT as a (semi-)long-distance 
     ANTI-AIR attack, but not great against opponent jumping right on top 
     of you.  Does more damage the Remy's standing MP, but is a tad slow so 
     you'll have to anticipate when your opponent is gonna jump beforehand. 
     Due to Remy's height, this kick may fly over the head of the shorter 
     characters. 
Close: 2-hit side kick to the chest & head.  This kick may look good, but 
     it doesn't do too well against crouchers.  There is a lag after this 
     move, so Remy won't be able to link anything after it, except a Super 
     Art.  Anyway, I wouldn't use this move, unless my opponent is totally 
     lagging or after a parry. 
Crouching: A DOUBLE footsweep (just like Guile's).  2nd sweep will reach 
     further then the 1st.  Some players will forget about about the 2nd 
     sweep & get nailed with it.  It's possible that an opponent my block 
     the 1st sweep & parry the 2nd.  Some of the faster characters may be 
     able to sneak a LP/LK between the sweeps.  Just use the crouching MK 
     instead if your opponent does that. 
Jumping: A downward-angled jump kick.  Good damage, great RANGE, & a 
     PERFECT angle for kicking grounded opponents.  Take advantage of the 
     range of Remy's jumping HK.  With this move, I was able to knock Akuma 
     out of his 3rd Super Art (the hurricanekick) a couple of times.  
     Position your jump & time your kick so that Remy's foot will hit only 
     the opponent's head.  That way if your opponent parries, Remy will be 
     to far away to be combo-ed.  From an even further distance, you can 
     even knock a Shoto-fighter out of his Shoryuken (dragon punch), but in 
     most cases, it will just trade hits.  The key thing to remember when 
     using the jumping HK is to do it early.  Take advantage of his long 
     legs. 

-----
THROW: This is a WAKE-UP move with lousy range.  This move won't work 
unless your opponent is stepping on your toes.  Fortunately, this move has 
EXCELLENT priority & it can not be blocked.  Using this move too often; 
however, may be considered CHEAP. 

Neutral (LP + LK): Remy will grab the opponent & delivers a quick 3-hit 
     combo which will send your opponent flying across the screen.  This is 
     the throw to use to get some distance between you & your opponent or 
     trap him/her in the corner.  If your opponent is already trap in a 
     corner, you can use this to set up a nice little air-juggle. 
Forward (Forward + LP + LK): Remy will grab the opponent's arm & whip his 
     leg around, dropping his opponents right in front of him. 
Back (Back + LP + LK): Same as above, except Remy will swing his opponent 
     to the other side before tripping him/her.  Useful for getting out of 
     corners. 

--------
OVERHEAD: Slow & does weak damage.  Can't be blocked when crouching.  
Good against people that turtle. 

Hop (MP + MK): A miniature version of the jumping LK.  There is a lag 
     before the actual hit; however, you will be safe from most leg attacks 
     while performing this move.  Remember that the joystick MUST be 
     neutral while executing this move, so you won't be able to charge for 
     the RRF or LoV. 
Kick (Forward + MK): Remy takes a step forward, swings his other leg 
     around, & chips the opponent's face with his foot.  Despite its 
     appearance, this is an OVERHEAD attack.  Even if you stood too far & 
     Remy's foot chips your opponent's ankle instead, the hit would still 
     register as an OVERHEAD attack.  It looks deceptively as a leg attack 
     so most opponents will block low (sucker).  There is a major lag 
     before the actual hit, however, so you'll be wide open for an attack 
     then.  Use this kick after the opponent has been knocked down if 
     you're worried about getting nailed while Remy steps forward.  Use 
     this kick from a distance if you're worried about you're opponent 
     parrying. That way, after Remy steps forward, if you opponent parrys, 
     Remy will still be too far for a combo.  Remy will still probably get 
     hit once. There isn't any lag after this kick so you can immediately 
     block afterwards or link it with a crouching LP or a throw, if you're 
     close enough.  This is a nice wake-up call for opponents that totally 
     turtle when you get them in the corner.  Mix this up with other high & 
     low attacks. 

-----
TAUNT (HP + HK): Emitting a barely audible "hmmm...", Remy rests his chin 
     on his hand & shake his head as he ponders how such a lousy fighter 
     qualified for the tournament.  This move will charges up the Super Art 
     meter a bit & increases the stun damage of his attacks; however, this 
     taunt takes too damn long to execute.  It's NOT worth the risk of 
     getting nailed with a combo.  If your opponent really sucks, the match 
     is already yours, or you just feel REALLY lucky, then I would 
     recommend you get as much distance between you & your opponent as 
     possible & throw a slow LoV High before doing this taunt.  The LoV 
     High will protect you from most projectiles & will hopefully distract 
     the opponent as well. 

-----
EXTRA 
Crouch for a couple of seconds & Remy will brush his hair away from his 
     face.  Some people may mistake this for a taunt & will try to attack 
     you if they're close enough.  Be sure to counter-attack. 

============
SPECIAL ARTS 
============
Remy's LoV & RRF only requires you to charge for 1.5 seconds.  An efficient 
Remy player will ALWAYS be charging & ready to strike.  You should charge 
immediately, after every jump, dash, fall, LoV, Super Art, etc.  

---------------
LIGHT of VIRTUE (LoV): (charge back, forward + P/K)
There is very little LAG before & after Remy's LoV.  Remy will throw a 
projectile just like Guile's famous SonicBoom, however unlike Guile, not 
only can Remy vary the speed of the LoV, he can also vary the height as 
well.  There is very little lag before & after Remy's LoV.  Mix up your 
LoVs to put your opponent's parrying skills to the test.  I also recommend 
that you always throw a slow LoV before advancing towards your opponent.  
[Read the "Offense" section for more details.] 

--------
LoV High: (charge back, forward + P)
The high LoV are harder to jump over, however, most characters can duck 
under them.  Hugo, Urien, & Gill can't.  This move can also work as a 
long-distance ANTI-AIR. 

Jab (LP): Travels high & slow.  A HK CBK can be linked after it.  
Strong (MP): Travels high at medium speed.  Use it to mix up your LoV. 
Fierce (HP): Travel high & fast.  Great for chasing retreating opponents.  
ES (Any 2 P): A fast & high LoV, followed by another LoV that bobs up & 
     down.  This move will let you know who can parry & who's still 
     learning. 

-------
LoV Low: (charge back, forward + K) 
The low LoV can not be ducked under, but is much easy to jump over.  
The Low LoV can also travel under opponent's projectiles. 

Short (LK): Travels low & slow.  This move can be linked to a HK CBK. 
Forward (MK): Travels low at medium speed.  Use it to mix up your LoV. 
Roundhouse (HK): Travels low & fast.  Great for chasing retreating 
     opponents.  This is also an ANTI-PROJECTILE-projectile.  Works well if 
     you can anticipate in advance when you opponent is gonna throw a 
     projectile. 
ES (any 2 K): A fast low LoV, followed by another LoV that bobs up & down.  
     This move will let you know who can parry & who's still learning.  
     Also makes a EXCELLENT ANTI-PROJECTILE if you can anticipate when you 
     opponent is gonna throw a one. 

-----------------
RISING RAGE FLASH (RRF): (charge down, up + K) 
Remy will do an ANTI-AIR somersault.  This move has EXCELLENT priority & 
EXCELLENT speed, which allows it to link after other moves for combos & 
makes it a great WAKE-UP move; however, there is a lag after the hit which 
will leave you defenseless if you don't whack your opponent off his/her 
feet. 

Short (LK): Remy does a somersault, but barely leaves the ground.  This 
     move can be linked after a crouching LP, a crouching LK, & a close 
     standing LK.  The LK RRF may give you the weakest damage & the 
     shortest range, but it has the shortest lag. 
Forward (MK): Somewhere between the other 2 RRF.  I only use this when I 
     can't decide between the other 2. 
Roundhouse (HK): Remy does a somersault & flips high into the air.  Good 
     range & good damage, but there will be a major lag afterwards. 
ES (any 2 K): The enhanced RRF is just like the HK RRF, but hit twice.  If 
     you know you're going to nail a RRF against someone, then you might as 
     well use this one for maximum damage.  Use it late against jump-ins to 
     get both hits in.  And also, during the 1st few frames of animation of 
     this move, Remy will be virtually invincible.  Use this moment of 
     invincibility to evade attacks such as overheads & projectiles.  Time 
     it right & Remy will even fly through Akuma's air-fireball.  Teach 
     your opponent to fear the RisingRageFlash. 

--------------
COLD BLUE KICK (CBK): (down, downback, back + K)
This is the move that sets Remy apart from Guile & Charlie.  Remy will leap 
into the air & thrust himself straight at the opponent, foot 1st.  Good 
damage, good block stun, but poor priority.  The various kick buttons will 
control the height on his leap, distance of his thrust, & damage of his 
kick.  Unless you're sure that you're gonna nail your opponent, choose the 
K button that will aim for your opponent's shins.  Doing so will reduce the 
lag time, which will allow you to follow up with additional attacks to 
pressure your opponent.  The higher you are left in the air after you 
opponent blocks, the more lag there will be afterwards.  Also, choosing the 
wrong K button may even send Remy over his opponent.  The CBK's block stun 
is the only thing that's protecting Remy during the lag time afterwards.  
It is possible to grab your opponent during the block stun, but you won't 
always land close enough.  This move can only be parried high, but blocked 
high & low.  

Short (LK): Small leap, short thrust & a weak kick.  Use the move to play 
     footsy & close short distances between you & your opponent. Use a 
     crouching MP cancelled into LK CBK to keep your blocked attacks from 
     pushing you out of close range.  
Forward (MK): Somewhere between the other 2 CBK.  As usual, aim for the 
     shins to reduce lag time. 
Roundhouse (HK): This is an ANTI-PROJECTILE attack, but you won't be able 
     to pull this move off as an ANTI-PROJECTILE at the very last second, 
     so you'll have to predict when your opponent is gonna throw the 
     projectile in advance.  On the bright side, if Remy trade hits (HK CBK 
     against projectile), the trade will be in your favor.  I've actucally 
     goten this move to go over Oro's projectile once (pure luck).  I've 
     gotten it to go over Remy's High LoV as well. The HK will give you the 
     highest leap & the longest thrust, but it won't carry you across the 
     entire screen.  This move can also be used for air-to-air combat if 
     you do it really early. 
ES (any 2 K): The enhanced CBK actually doesn't leap as high or thrust as 
     far as the HK CBK.  It travels move like the MK CBK, so you won't be 
     able to use it as an anti-air; however, it is fast & hits twice.  This 
     is a good move to use against opponents planning to parry a HK CBK, 
     good damage too. 

==========
SUPER ARTS 
==========
All of the Super Arts are done with the exact same motion: 
(down, downforward, forward, down, downforward, forward + P/K)
As usual, the Super Arts have TOP priority.  If you can refrain from 
draining all the energy in your Power Meter for ES attacks, then you get to 
unleash these beauties.  Once in a while, you'll face an opponent who will 
fight so damn aggressive, who's timing is so accurate, you won't even have 
any room to breathe.  Take advantage of the priority of the Super Arts. 

-------------------
I: LIGHT OF JUSTICE (2 long Power Meters) 
Nothing fancy here.  Remy will take a step forward & throw a dozen LoVs 
(7 actually, 3+2+3).  This is a great way to test your opponent's parrying 
ability.  I've only seen a couple people parry all the LoVs.  I've done it 
a few times. 

Advantage: This Super Art has a very fast recovery time.  Unlike most Super 
     Arts, opponents won't be able to counter-attack after blocking.  Remy 
     recovers about as fast from this as from his normal LoVs.  The Power 
     Meter can be filled twice allowing you to use your ES attacks without 
     giving up your Super Art. 
Flaws: Not a lot of damage compare to the other Super Arts.  A few LoVs 
     will miss if the opponent is crouching, leading to even less damage.  
     If the opponent super-jumps on top of or over Remy, he will be wide 
     open for a combo.  
Use: This Super Art can also work in combos & as an ANTI-PROJECTILE move if 
     you do it REALLY early.  The 1st LoV will take out the projectile 
     while the rest will head for your opponent.  This move can also be 
     used for AIR-JUGGLES & as a long distance ANTI-AIR, but not all of the 
     LoVs will hit.  I recommend this Super for beginners. 
Tip: The Light of Justice works best against characters that can't jump 
     well, such as Hugo or Dudley.  Throw a LoV 1st & cancel into the Super 
     for an extra hit.  A LK LoV canceled into this Super Art is much 
     harder to parry.  The swarm of LoVs will overtake the LK LoV.  By the 
     time the LoVs reach your opponent, the LK LoV will be buried somewhere 
     in the middle of the swarm.  Your opponent can parry high or parry low, 
     but he can't parry both high & low at the same time. 

-----------------------------
II: SUPREME RISING RAGE FLASH (2 long Power Meter) 
Remy does 2 small 3-hit RRF, followed by a big 4-hit RRF, for a total of 
10 hits.  If you nail a trapped opponent in the corner with this Super Art, 
you can get up to 12-hits. 

Advantage: You can pop out this move on your opponent almost anytime.  You 
     also get 2 long Power Meters which will allow you to use your ES 
     attacks without giving up your Super Art.  The Power meter is just a 
     tad longer than that of the Light of Justice. 
Flaws: you can only expect all the hits to connect if the opponent is 
     grounded.  When used against a air-borne opponent, only 3 to 6 hits 
     will connect, which means an ES FK would probably have been better; 
     if the Super Art misses or is blocked, you will be wide open for a 
     combo.  OUCH!!!! 
Use: This is the most useful Super Art.  You can use this move as an 
     anti-air, wake-up, in a combo or to overpower one of your opponent's 
     attacks.  Good damage if all the hits connects.  Not very good for air 
     juggles. 
Tip: Some people have a habit of always throwing when his/her opponent 
     jumps right behind him/her.  If you fighting one of these people, jump 
     behind him/her & immediately do the Supreme Rising Rage Flash. Throws 
     may have high priority, but Super Arts have TOP priority.  This Super 
     Art is also fast enough to punish a blocked sweep. 

------------------
III: BLUE NOCTURNE (1 short Power Meter) 
Remy will flash blue & do a flamingo stance, making it very tempting to 
trip him.  If he is hit during this pose, he will AUTOMATICALLY retaliate 
with an UNBLOCKABLE 7-hit combo.  Remy will NOT take any damage if he is 
successful.  If Remy is left untouched, he will be defenseless as he 
returns (slowly) to his normal fighting mode.  This Super Art looks cool & 
will make you look like an expert.  Too bad you need to be an expert to 
pull this off. 

Advantage: This move will do good damage if all the hits connects.  The 
     Power Meter for this Super Art is also really short, so you'll be able 
     to fill it up in no time.  Use it as often as you need it.  Great move 
     to use to show-off. 
Flaws: This move will not work against fireballs, throws, grappling moves, 
     or really speedy multi-hitting moves (ex: Dudley's Super Arts).  
     Furthermore, you can only fill the Power Meter 1 lousy time, so you 
     will have to refrain from using Remy's ES attack if you want to use 
     this Super Art.  This is the HARDEST Super Art to use.  Don't choose 
     this one unless you are an expert & your opponent sucks or is fighting 
     really predictably. 
Use: This is NOT the move to use if your opponent is turtling.  Try to 
     sneak this move into an aggressive poking/footsie game or use it as a 
     shield against: wake-up attacks, overhead attacks, advancing attacks 
     (ex: Hurricane Kick) & predictable opponents.  Unlike Dudley's counter 
     move (the Cross-Counter), Remy will flash blue when he execute this 
     move (as with any other Super Art), which is a dead give-away.  Your 
     opponent will automatically turtle when he/she sees the blue flash, so 
     you have to initiate this move at the very same time your opponent 
     initiates an attack.  This move works best against grounded opponents. 
     This move can also be used as an anti-air, but is not very reliable if 
     used that way.  Remy won't counter-attack if your opponent is too high 
     from the ground.  Even if Remy does retaliate, not all the hits will 
     connect if your opponents fall/bounce out of range.  This Super Art 
     works well against aggressive in-your-face opponents.  It also works 
     GREAT against newbies & scrubs. 
Tip: Some people may try to take advantage of the CBK's lag time. If you 
     know that you're opponent is gonna attempt to do so, do a CBK & then 
     do the this Super Art.  This will work if the opponent blocks & 
     attempts to counter.  This might not work if the opponent parries 
     instead. You can also try performing this Super art after a Red/Block 
     parry.  This will only work with one of the slower multi-hitting moves 
     & even so, you still gotta be really quick. 

======
COMBOS 
======
A jumping HP can always be substituted with a deep jumping HK. 

---------------
BEGINNER COMBOS 
(crouching HP) , (standing HK)/(LoV)/(RRF) 

(crouching LP)x2 , (RRF) 

(LP/LK LoV) , (EX CBK)

(close standing HP/HK) , (SuperArt II) 

-------------
NORMAL COMBOS 

(jumping HP) , (close standing MK) , (standing HK) 
[This combo won't work on some of the shorter characters.] 

(jumping HP) , (close standing MP) , (LoV) 

(jumping HP) , (crouching MP) , (RRF or SuperArt I/II) 

(jumping HP) , (crouching LP)x2 , (RRF or SuperArt I/II) 

(jumping HP) , (close standing MP) , (MP LoV) , (SuperArt I/II) 

(jumping HP) , (close standing MK) , (MK LoV) , (SuperArt I/II) 

(jumping HP) , (crouching MP) , (ES RRF) , (SuperArt II) 
[The Super Art will not connect with all of the hits.] 

(jumping HP) , (crouching MP) , (LoV) , (SuperArt II) 

(jumping HP) , (crouching HP) , (RRF) 
[I haven't been able to do this one myself, 
but I've seen a friend do it a couple of times.] 

-------------
CORNER COMBOS 

(crouching HP) , (LK CBK) , (RRF) 

(crouching HP) , (LK CBK) , (Super Art II) 
The Super Art will not connect with all of the hits. 

(LK/LP LoV) , (ES CBK) , (Super Art II) 
The Super Art will not connect with all of the hits. 

(LK/LP LoV) , (ES CBK) , (crouching MP) , (LK or ES RRF) 

(jumping HP) , (close standing MK) , (LoV) , (Super Art I)x2 

================
GENERAL STRATEGY 
================

-------
OFFENSE 
There are 3 ways to advance towards your opponent; (1) jumping (2) dashing 
or (3) using the CBK.  Which ever option you choose, make sure to throw a 
slow (LP/LK) LoV 1st before advancing towards your opponent.  This only 
works with the slow LoV because the others are too fast to follow.  The aim 
here is to hit the opponent with 2 different attacks at once.  Use the LK 
LoV against Shoto-fighters so their parrying can't double for a Shoryuken 
(dragon punch), which has a higher priority than the CBK. 

1) Throw a slow LoV before jumping in.  The LoV will discourage the use of 
     an anti-air attack against you.  Jump in with anything you want; 
     HP, HK, a throw, or a parry. 
2) Throw a slow LoV before dashing in.  Dash in with a standing LK.  If you 
     still find a gap between Remy & his opponent after dashing, then close 
     the distance with a forward MK (OVERHEAD) instead.  Remy will 
     automatically step forward before kicking.  Another dash would also 
     work as well.  If there is a little gap, then crouch & kick/poke or do 
     an overhead hop.  If there is no gap, then throw.  Beware, if your 
     opponent ducks under the high LoV, there won't be any block stun 
     afterwards to prevent him/her from counter-attacking your legs.   
3) The LoV & CBK combo is one of the best tactics that Remy has.  This 
     works well against the CPU & works GREAT against people who can't or 
     won't parry.  Don't over use this against people who can parry well.  
     Remember, not even the HK CBK will travel the full length of the 
     screen, but a quick forward dash between the LoV & CBK will compensate 
     for that. 

-------
DEFENSE 
As a Remy player, you will always be charging downback, so many attacks 
will automatically be blocked.  This habit, however, will leave you 
vulnerable to over-head attacks.  As a Remy player, you must/will learn to 
fear over-head attacks.  You must avoid over-head attacks at all cost.  
Memorize each characters over-head attack & pay attention to how/when your 
opponent use them.  The preferred way to avoid an over-head is to cancel it 
with an attack of your own so you don't have to give up your charging, but 
a well-timed over-head can always take away that luxury.  In that case, 
just block high or parry or better yet; cancel the attack with a Super Art.  
Avoiding over-head attacks should be your 1st priority, not charging for 
the RRF. 

---------------
CORNER PRESSURE 
This is where the fun begins.  There are 2 ways you can keep your opponent 
in the corner. 
1) LP/LK LoV, LK CBK, crouching MP... repeat.  If your opponent just 
     turtles, then try to sneak in an overhead hop after a CBK.  You could 
     then start an overhead/footsie game or return to one of the corner 
     pressure tactics. 
2) If your opponent is turtling in the corner, just walk in repeatedly with 
     a standing LK.  Take a step, standing LK, step, LK, step, LK... 
     repeat.  It's simple, but surprisingly effective.  I don't know why, 
     but people tend to have a hard time countering & parrying this.  I just 
     love watching a Shoto player struggle to get his dragon punch to come 
     out while I chirp away at his shin effortlessly.  If your opponent 
     totally turtles, then step in with a foward MK.  If your opponent 
     manage to poke your legs, then hit him/her with an overhead hop.  
     Afterwards, you can then start an overhead/footsie game or return to 
     one of the corner pressure tactics. 

--------------------
ANTI-CORNER PRESSURE 
Every character is going to have his/her own Pressure tactics.  The block 
stun may prevent you from using your RRF.  The 1st thing to watch out for 
are overheads.  The next thing would be to study the pattern the opponent 
is using against you.  Where does it start?  Where does it end?  Once you 
recognize the pattern, you'll find a way to break the pattern.  You can 
either counter or parry.  Retaliate quickly before your opponent surprise 
you with a throw or some other nasty move.  As for the grappling 
characters, such as Hugo or Alex, just watch out for overheads & be 
patient.  You'll find a way out sooner or later. 

-------
WAKE-UP 
The obvious solution to get your opponent out of your face is to use the 
RRF.  After a while, the RRF may even become an automatic reaction for you. 
This habit (as with any other mindless reaction) will leave you vulnerable 
to fake-outs & parrying.  Pay attention to your opponents' actions.  Some 
people learn faster than others.  And above all, avoid those overheads. 

------------
ANTI-WAKE-UP 
Take a mental note of the wake-up moves your opponent uses.  Remy's 
standing HP can actually cancel a Shoryuken (dragon punch).  Another way 
you can handle this is by blocking his/her wake-up move & retaliating with 
a combo, but make sure you don't stand too close or else you could get 
thrown. Shaking the joystick left & right over the body of a fallen 
opponent tend to scare the opponent into believing that you're going for an 
overhead attack.  If the opponent blocks high, trip him/her.  Don't forget 
to keep on eye on your opponent's Power Meter also. 

-----------
AIR TACTICS 
Go back to the "Normal Attacks" section and read the "Jumping HP, MK, HK" 
descriptions.  Don't forget, if time permits, toss a LoV before jumping in. 

--------
ANTI-AIR 
Remy has several Anti-Air attacks; crouching HP, standing MP, standing HK, 
jumping MK, LoV, RRF, Super Art I/II, & of course, parrying.  Each method 
has it's own different advantage, flaws, & function.  [Read the "Normal 
Attacks", "Normal Arts", "Super Art", & "Parrying" section for more 
details.] 

--------
TURTLING 
Remy is always charging downback & his moves have very little lag, so he'll 
naturally be a good poker.  Just remember to use his punches when you need 
speed & use his kicks when you need range.  Order of preference from fast 
to slow (near to far): crouching LP, crouching LK, crouching MP, 
crouching MK/HK.  Use the LK CBK to return to the opponent & repeat the 
crouching LP, LK, MP, & MK/HK poking.  The crouching MP, Remy's main 
poking weapon, has both speed & range.  Charging back for the LoV tends to 
encourage Remy users into using "Hit & Run" tactics, another thing that 
Remy excels at. 

-------------
ANTI-TURTLING 
An obvious way to discourage your opponent from turtling is to use an 
overhead.  Read the "Overhead" section for more details.  Another way would 
be to throw. 

-----------
PROJECTILES 
[Read the "Light of Virtue" & "Offense" sections.] 

----------------
ANTI-PROJECTILES 
[Read the "HK LoV", "HK CBK", "ES RRF" & "Super Art I" sections.] 

--------
PARRYING 
If you want to be any good at this game, you gotta learn how to parry. To 
parry a projectile, just imagine a long vertical bar at the tip of Remy's 
finger.  Tap forward when the projectile hits or is about to hit the 
imaginary line (depending on the speed of the projectile), but don't stare 
at the imaginary bar.  It's better to follow the projectile with your eyes 
instead.  The best way to learn how to parry is to practice against the CPU 
controlled Sean, especially in the beginning of the game when Sean will 
fight much more predictably.  Urien & Oro's projectile is the EASIEST to 
parry.  They can only change the angle of the projectile so it will alway 
travel at the same slow speed. 

Unfortunately, Remy can't charge for the LoV/RRF if he parries, but of 
course, if you're jumping right into a projectile, then you would have no 
choice but to parry.  Certain opponents will force you to lose your charge. 
You might as well parry then.  Some opponents will time their over-heads 
so accurately that you won't even get a chance to counter it.  That would 
be another time to parry.  Parrying can also help set up your opponent for 
a Super Art.  The ability to air-parry an anti-air attack will also be of 
GREAT help.  

----------
ANTI-PARRY 
The strategy & tactics that I mentioned are NOT fool proof.  Parrying can 
easily spoil the whole game for you.  Don't fret, parrying isn't 
everything.  The best way to screw-up your opponent's parrying is to mix-up 
all of your attacks.  Remy has a dozen tricks up his sleeve.  For every 
situation Remy has at least 2 solution.  Another way to screw-up your 
opponents parrying is to delay/expedite an attack for a second.  A good way 
to screw up your opponent's air-parrying is to use a non-anti-air attack 
when he/she jumps in, such as a crouching HK or a throw.  Another good way 
would be to use a slow attack (such as the crouching MK) when your opponent 
is expecting a fast attack (crouching MP).  The trick here is to keep your 
opponent guessing.  You not only have to guess what you're opponent is going 
to do next, but you also have to guess what you're opponent is guessing about 
you as well.  You're opponent knows that he can't totally rely on parrying, 
so he too will be playing mind games as well.  Only newbies ever get 
dominated by parrying, because they're too used to other fighting games where 
you can re-use the same tactics over & over.  Here's another trick that I 
learned.  If your opponent parries your crouching HP, immediately throw a 
RRF.  If you're quick enough, you'll hit him before he/she can land & 
retaliate.  If your opponent parries your jumping MK, immediately throw a 
jumping LP.  You gotta be pretty fast to pull this off.  You'll have to 
mentally train yourself NOT to hesitate when you opponent parries, but to 
react automatically. 

----------
SUPER ARTS 
Keep an eye on your Power Meter.  If you opponent ever leaves you with 
nothing to do, rapidly tap the MP or HK button to charge your Power Meter.  
Parry if your opponent starts a firball frenzy. [Read the "Super Art" 
Section for the description & details on using them.] 

---------------
ANTI-SUPER ARTS 
You need to pay attention to your opponents Power Meter.  Partically near 
the end of the match & espeacially if the match is totally in your favor.  
That's when people tend to get desperate.  Try to fake them out & block 
their Super Arts.  Also you need to take a mental note of the Super Arts 
that are overheads or grabs.  Jump if anyone throws a grab Super at you. 

-----
CHEAP!!!!! 
Due to Remy's defensive nature, it can be really tempting to just sit on 
on your ass all day throwing LoVs, until you see an opening for a RRF.  
Unfortunately, that classic "SonicBoom & Flashkick" method doesn't work 
quite as well in SF3.  Some of the faster characters can run circles 
around the LoVs & will run all over Remy if he just sit in 1 spot 
(Yun/Yang).  Some characters will make your head spin, throwing more 
overhead attacks than you can count (Elena).  Furthermore, some people 
can parry pretty well.  In those situations, you need to 
Get Off Your Ass & FIGHT!  Try meeting them air-to-air.  

----------
ANTI-CHEAP 
I hope you can parry... 

=================
SPECIFIC MATCH-UP 
=================
Each human opponent has his/her own skill level & playing style.  I can not 
possibly cover all of them. I'm just going to add in a few tips in this 
section whenever it pops up in my head. 

Akuma - You can't duck under his hurricane kick.  A late ES RRF can 
     actually go through his air-fireball.  A REALLY early jumping HK can 
     knock him out of his Hurricane Kick Super Art.  
Alex - He may follow the Head Stomp with a Spiral DDT.  Don't confuse the 
     Spiral DDT for an overhead.  You can't block it; only duck it.  Jump if 
     he tries to grab you with 1 of his Super Arts.  You can't block that 
     either.  His jumping Super is totally vunerable to anti-airs. His 
     air-dive will trade hits with your RRF.  The trade will NOT be in your 
     favor.  Let him land on the ground if you see his air-dive coming. 
     He'll be totally lagging afterwards.  Punish him as much as you can. 
ChunLi - Remy's LoV High will actually go over her fireball.  Her jumping MK 
     has more range then his so Remy won't be able to poke her out of the 
     air.  Keep your guard up.  Avoid her Lighting Kick Super at all cost! 
Dudley - Keep your defense up.  This guy can dash in & combo in a blink of 
     an eye.  His jump-in attacks has very little range, so if you're going 
     to parry it, do it late.  Dudley has a counter-move of his own.  His 
     counter move, however, actually works as an anti-air, but is vulnerable 
     to leg attacks. 
Elena - This girl can murder a newbie Remy user.  Read her body language & 
     you'll see her overhead attacks coming in advance.  Be sure to counter 
     or cancel it.  Her healing Super only takes 3 secs to complete.  
     Unfortunately the LoV requires you to charge back 1st before you can 
     throw it, plus it requires more time to travel across the screen.  
     Don't let her run away once she possesses the Power Meter to use it. 
     Guard her carefully. 
Gill - This guy can't duck under the LoV High.  The computer will parry 
     most of the LoV High, but not the LoV low.  Keep on eye on his Super 
     Meter.  If he dies with a full Power Meter, he WILL rejuvenate, even 
     if he already used that move in the previous round. 
Hugo - This guy can't duck under the LoV High.  If Hugo does his air-grab 
     Super while you're jumping, IMMEDIATELY throw a LP.  You may get 
     lucky, & hit him 1st, knocking him out of it.  Duck if he does the 
     his standing grab Super from a distance.  Jump if he does it while up 
     close.  If you're playing against the computer, just repeatedly throw a 
     standing HK whenever Hugo gets walk/dash/jumps in. 
Ibuki - Her air daggers have no priority.  If you can't parry, a simple 
     standing LP can easily shoo the dagger away.  If she traps you in the 
     corner with repeated LP/LK, then jump & land with a LP, LK, or MP.  
     Her movements are a lot more predictable when she in the air, than on 
     the ground.  Make use of the jumping MK/HK/CBK. 
Ken - This can be a pretty tough fight depending on the other player's skill 
     level.  Not only do you have a disadvantage in strength & stamina, but 
     in this fight, you'll no longer have a speed advantage to fall back on. 
     If Ken nails you with a hurricane kick, you can retaliate with 
     Remy's 2nd Super Art before he even lands back on the ground. 
     Beware: Even if you block Ken's Hurricane Kick Super, he can still 
     follow it up with a Shoryuken (dragon punch) or another Super. 
Makoto - She doesn't really have any effective wake-up moves, but unless 
     she's knocked off her feet, always keep your guard up.  Even if she's 
     a distance away.  She can dash in at a mile/sec.  Your RRF Super 
     can trade hits with her jump kick Super.  She can't block during her 
     "angry rage" Super, so take the offensive if she use it. 
Necro - You may want to suspend all of your air-tactics if Necro has his 
     Magnetic Storm Super charged & ready.  Even without that Super, Necro 
     still has plenty of other anti-air attacks.  Jump if he tries to nail 
     you with his grab Super. 
Oro - Remember, this guy can double jump.  You might wanna wait for that 
     2nd jump before throwing an anti-air at him.  The floating rocks that 
     he can summons with his Tengu Stone Super will protect him against 
     most projectiles.  Not sure about the low LoV or Super Art projectiles. 
     By the way, this guy also has an air-juggle that can continue 
     infinitely.  If you get caught in one, you'll just have to wait until 
     your opponent slips.  Try engaging him into some idle conversation to 
     distract him.  If he doesn't respond, make weird noises, sudden 
     movements, & funny faces to catch his attention.  If the air-juggle 
     still won't end, then cuss the hell out of him & talk trash about his 
     mama.  That should work, but if a real fight breaks out, don't blame 
     me. 
Q - Don't let him taunt.  His stamina increases each time, up to a maximum 
     of 3. He takes a lot less damage after 3 taunts.  The dashing punch 
     of his kinda slow.  Remy's crouching MP should be able to cancel it. 
Remy - Use the HK CBK if you suspect a RRF from him.  The trade should be 
     in your favor.  Use the High LoV to counter his CBK.  If he use the 
     LoV & CBK tactic on you, just do your CBK first.  You'll go over his 
     LoV (assuming it's a Low LoV) & knock him out of his CBK. 
Ryu - Watch your stun bar.  Ryu is really strong.  You can't block his 
     "electric" firball Super.  You either have to parry it or super jump 
     behind him. 
Sean - Beware of his fireball Super.  It can be stored up to 3 bars which 
     also happen to be really short.  To parry it, just push forward when 
     the fireball is halfway between you & Sean. 
Twelve - Twelve's main offense is in the air, so keep your anti-airs ready.  
     Twelve is no threat on the ground.  Use the CBK to counter that ground 
     poking attack of his or to chase him/her/it, if he/she/it attempts to 
     fly away. 
Urien - This guy can't duck under the LoV High.  Keep an eye out for his 
     standing overhead kick.  He also has an overhead punch, which comes 
     out a lot faster.  He was a really mean footsie game too. 
Yang/Yun - The standing MP can counter that air-dive of theirs if they come 
     down at a shallow angle.  Also beware of their hand-stomp.  From a 
     certain distance, their hand-stomp can actually knock you out of your 
     RRF. If you see Yang/Yun start the hand-stomp animation, throw an EX 
     LoV or wait for the actual impact of the hand-stomp to pass before 
     using the RRF. 

------------
Bonus Rounds 
SUV Challenge - This is the 1st Bonus Round.  Now the objective of this 
     bonus round is to trash the car as fast as possible, but I think 
     you'll benefit more if you use this time to practice your combos 
     instead.  Who cares about points? 
Basketball Challenge - There are 3 levels of difficulty to this bonus 
     round, which are determined by how well you fought in the previous 
     matches.  The 3rd level is pretty tricky.  Now to parry, just imagine 
     that Remy is standing inside of a box, with his head touching the 
     ceiling & his finger touching the side.  Listen to Sean's yelling & 
     follow the ball with your eyes.  Parry when the box is about to enter 
     the box. 

======
COLORS 
======
You gotta look good man, especially if other people are watching! 

JAB (LP): Fluorescent Green hair, a Black leather jacket, & Red pants.  
     This is Remy's original color, which I am sick of looking at. 
STRONG (MP): Rich navy Blue hair, a mud-Brown jacket, & dirt Brown pants.  
     This one is my favorite! :) 
FIERCE (HP): Bleached Blond hair, a Black leather jacket, & 
     neon Purple pants.  This one is ok. 
SHORT (LK): Fluorescent sky Blue hair, a Black leather jacket, & 
     velvet Purple pants.  This one is UGLY! 
FORWARD (MK): Faded Red hair, a Black leather jacket, & White pants.  
     This one looks pretty COOL. 
ROUNDHOUSE (HK): Blond hair, a Black leather jacket, & Blue jean pants.  
     For those of you who don't like all of the funky colors, this is the 
     most normal look he has, but I personally think it's kinda boring. 
SPECIAL (LP + MK + HP): Blond hair, a Red jacket, & tinted Green pants. 
     LOOK! IT'S CHRISTMAS REMY! He's here to spread the holiday cheer & 
     bring Christmas joy to all! :D 

=======
CREDITS 
=======
This FAQ would not be what it is today, without the help of these people: 

DAVE CONNOY - Connoy@MailCity.com 
     Before I was able mastered the art of using Remy, I read Dave Connoy's 
     "Remy FAQ" for help.  Half of everything I know can be credited to 
     him.  During the process of mastering Remy, I discover some things of 
     my own.  I was going to e-mail them to Connoy so he can update his 
     FAQ, but since I didn't agree with everything in his FAQ, I decided 
     that I might as well write my own FAQ.  ThanX 4 your FAQ, Connoy! :) 
ROBERT BLUMEL - elphfves@EarthLink.net 
     I stole some combos from Robert Blumel's FAQ. 
     SSSSSSHHH!!! Don't tell him. >:) 
NADIR SELLAM - fellow GameFAQs user (aka: BillyKane) 
     I would like to thank Nadir for his comments about using Remy cheaply, 
     his inputs for 2 Super Arts, & for pointing out a typo. :)
WAI KI CHAN - fellow SJSU student 
     I would like to thank my buddy, Wai Ki Chan, for pointing out a 
     spelling error & providing sufficient challenge for me to TRULY test 
     out my strategies. :p 
ZAKK JONES - fellow SJSU student 
     I would like to thank my buddy, Zakk, for his general comments & 
     the extra input on the jumping HP. :)
SJSU FRESHMENS - scrubs
     I would also like to thank the dumb freshmen of San Jose State 
     University for the easy kill. I wouldn't be able to practice 
     my combos without them. :) 
MOST OF ALL, 
     I would like to thank: Me, Myself, & I. :D 
     E-mail: MrHappyface@Smiley.net 
     URL: www.geocities.com/UtopianImp/ 

