TITLE: SF3: 3rdStrike Remy FAQ
AUTHOR: MrHappyface (AKA: Phuc Le)
GAME: Street Fighter III: 3rd Strike (Arcade Version)
CHARACTER INFO: Remy
UPDATED: 04/15/01

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=================
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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============
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 well & quick.  Seeing how compatible we were, I choose Remy
as my fighter.  Anyway, here are the factors you should consider before
committing yourself to mastering Remy:

STRENGTH: Could be better, but if Remy is used efficiently,
his strongpoints can easily compensate for this.

STAMINA: Every character has his/her weakness, but 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/Special Art) 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                          Special Attacks

Jab        =  Light Punch               Light of Virtue    =  LoV
Strong     =  Medium Punch              Rising Rage Flash  =  RRF
Fierce     =  Heavy Punch               Cold Blue Kick     =  CBK
Short      =  Light Kick
Forward    =  Medium Kick
Roundhouse =  Heavy Kick

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

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

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: Steps forward & back-hand/fist the opponent in the stomach.
     This move may be slow, but it has Great 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 luck.  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", and 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 a lousy horizontal range.
     Unless your opponent is stepping on your toes, use it as an ANTI-AIR
     ONLY!
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.

-----
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 around 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.
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 my fly over the head of shorter
     characters.
Close: 2-hit front/side kick to the chest & head.  There is a lag after the
     move, so Remy won't be able to link anything after it, but at least it
     looks cool.
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 & will get nailed with it.  Others will find a way to nail you.
     You generally should use this move only from a distance to avoid
     getting a quick LP/LK between sweeps.  I can also think/remember a
     couple of other ways REMY can get nailed using this move, but I will
     not describe them (not without a solution to avoid/counter it).  This
     is for your own protection.  An anti-Remy player could also be reading
     this right now.
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 touch
     only the opponent's head.  That way if you opponent parries, then Remy
     "may" still be far enough to land unharm.  From an even further
     distance, you can even knock a Shoto-fighter out of his Shoryuken
     (dragon punch).  Even if you end trading hits, the trade should be in
     your favor. The Shoryuken is a multi-hit move; 1 hit won't do that
     much damage.  The key thing to remember when using the jumping HK is
     to do it early.  Take advantage of his long legs.  Remy's jumping HK
     isn't that great for air-to-air combat, not unless you do a Super Jump
     higher then your opponent's jump.

-----
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, is 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.

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 your opponent 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.
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.

-----
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 qualify
for the tournament.  This move will charges up the Super Art meter a bit &
increases the stun damage of his attacks; however, this tuant 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, LoV, 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 thats protecting Remy during the lag time afterwards.
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.  This move
     doesn't seem to work against Urien's projectile, but then again, I was
     able to get this over Oro's projectile once (pure luck).  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
==========
As usually, 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 these 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).  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
twice.

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.

-----------------------------
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 or 6 hits
     will register, 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!
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.

------------------
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 throws, grappling moves, or really
     speedy mutli-hitting moves (ex: Dudley's Super Arts, but this works
     fine against Hurricane Kicks & etc).  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 and/or your opponent sucks or is fight 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.  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.

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

---------------
BEGINNER COMBOS
(crouching HP) , (RRF)

(crouching LP)x2 , (LK RRF)

(LP/LK LoV) , (HK CBK)

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

(close standing HP) , (RRF)

(jumping HP) , (close standing MK) , (standing HK)

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

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

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

(jumping HP) , (close standing MK) , (ES LoV) , (Super Art I/II)

(jumping HP) , (close standing MP) , (LP LoV) , (Super Art I)

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

(jumping HP) , (crouching MP) , (LoV) > (Super Art 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

================
GENREAL 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
     after dashing you still find a gap between Remy & his opponent, then
     close the distance with a forward MK (OVERHEAD) instead.  Remy will
     automatically step forward before kicking. Another dash would also
     work instead.  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.

---------------
CORNER PRESSURE
This is where the fun begins.  There are 2 ways you can trap 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 it works surprisingly well.  I don't know why, but
     people tend to have a hard time countering & parrying this.  Must be
     the block stun (i dunno).  If your opponent turtles, then sneak in an
     overhead.  Afterwards, you can then start an overhead/footsie game or
     return to one of the corner pressure tactics.

-------
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.

-------
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 1st.

--------
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,
standing/crouching MK.  Use the LK CBK to return to the opponent & repeat
the crouching LP, LK, MP, & MK poking.  The crouching MP, Remy's main
poking weapon, has both speed & range.  Charging back for the LoV only tend
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
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.

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.  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 acrouching
HK or a throw.  The trick here is to keep your opponent guessing.  Rotate
between all of Remy's different tactics randomly.

----------
SUPER ARTS
Always 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 that grab.

-----
CHEAP!!!!!
The easiest way to win is to abuse the classic "SonicBoom & Flashkick"
method; siting in 1 spot doing nothing but throwing out LoVs, until you
finally see an opening to hit the opponent with a RRF.  Unfortunately, this
trick won't always work.  Some of the faster characters can run circles
around the LoVs & will run all over Remy if he just sit in 1 spot.  Some
characters will make your head spin, throwing more over-head attacks than
you can count (Elena).  Furthermore, some people are just parry crazy.
In those situations, you need to Get Off Your Ass & FIGHT!  Try knocking
them out of the air with a jumping MK instead.

----------
ANTI-CHEAP
I hope you know how to parry.

=================
SPECIFIC MATCH-UP
=================
Coming soon... (or eventually)


======
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 look
for you, but I personally think it's kinda boring.

(LP + MK + HP): Blond hair, a Red jacket, & tinted Green pants.
This one kinda makes Remy look like a hippie.  Isn't that groovy?

=======
CREDITS
=======
DAVE CONNOY
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 (connoy@mailcity.com) 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
I stole some combos from Robert Blumel's (elphfves@earthlink.net) FAQ.
SSSSSSHHH!!! Don't tell him. >:)

WAI KI CHAN
I would also 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

SJSU Freshmens
I would also like to thank the dumb freshmen of SJSU 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
(MrHappyface@Smiley.net)

