Street Fighter 3: 3rd Strike/Remy/2021/Introduction

From SuperCombo Wiki

Introduction

Remy is a young man from Paris who employs Savate(French Boxing) as his fighting style. He has disdain towards all fighters after his father abandoned Remy and his sister, who died due to their father's absence, to pursue the warrior's path. Remy is a newcomer to Street Fighter III: Third Strike.

Remy is a Zoner that focuses on keep out and a surprising amount of pressure. Remy's main priority is getting his opponent to the corner and doing 'Light Of Virtue' pressure as well as placing his 'Cold Blue Kick' in the correct places in his pressure for even more plus frames and better offense. He has fairly strong mobility with his forward and back dash being very strong as well as 'Cold Blue Kick' moving very far forward and having a safe amount of recovery on most knockdowns. He has a Plethora of reversals as well in 'EX Rising Rage Slash' as well as both Super Arts, 'Supreme Rising Rage' and 'Blue Nocturne'.

Remy excels in air-to-air as well as anti-air situations with his jump fierce leaving his opponent in a juggle state for follow-ups such as 'Cold Blue Kick' or even 'Supreme Rising Rage' in some scenarios. Where Remy struggles the most is in his game play is in having the lowest stun bar in the game, difficulty punishing after he parries, having his zoning punished via parries from opponent, fairly mediocre pokes and having very low life.

Super Arts

Remy's Super Art choice boils down to one of 3 things. Do you want safety and decent amount of damage, do you want big damage and a knockdown, or do you want a really situational parry? If you want the safety and a decent amount of damage you would use Super Art 1. If you want the most damage out of your supers and a knockdown, you would use Super Art 2. If you want a very situational parry, you would want Super Art 3.

SA1: Light of Justice

Light of Justice has some use in specific match ups against characters who rely heavily on the Parry in wake up situations. Having a safe, high damage option off of crouching LK (crouching LK--> LoJ) gives you your only real deterrent against random parry attempts outside of throws. It's also very effective as an anti-air option against close-range oriented characters with low jump arcs, like Dudley and Hugo. Specifically, a LP Light of Virtue canceled into the Light of Justice is a solid anti-air option.

SA2: Supreme Rising Rage Flash

The Supreme Rising Rage Flash is generally the preferred super of choice. It's possible to link into this attack off of the majority Remy's strongest attack openings, including crouching LP x 2, close standing MK, close standing MP, and close standing HK. It even has a long super meter, allowing Remy to store massive amounts of EX moves for opportune moments. It's also worth noting that the Supreme Rising Rage Flash is a 2 frame Super Art, enabling you to juggle with it if canceled into from ANY normal attack that hits a jumping enemy. This also allows you to punish a hand full of close-range attacks that are normally safe when blocked, like Ken's crouching MK or close standing HP, or the third hit of Yun's standing LP-->standing LK-->standing MP Target Combo.

SA3: Blue Nocturne

Often noted as the worst super in the game, SA3 is unreliable and gimmicky. It's a counter super, meaning that the opponent has to hit you after the super freeze to activate. So anytime you activate this outside of confirming it (easier said than done), the opponent could just...you know... not hit it and get a full jump in combo on Remy. The ONLY WAY to get this off in a real match is to parry a multihit attack and then activate, which is incredibly specific. Also has low meter storage so Remy has less access to EX moves

Strengths Weaknesses
  • Great anti airs in terms of versitility, range and damage
  • Fireballs can create a frustrating ground control which can be hard (although possible) to avoid by parrying
  • Likes having the opponent in the corner: can combo from his grab in the corner, pressure with fireballs repeatedly, anti air more easily, etc.
  • A good choice between a safe on block SA1 and a high-damage punish in SA2
  • The lowest stun bar in the game
  • Must have charge or super ready to scare with punishing, otherwise his damage is lackluster
  • Lacks a good low attack for poking and punishing, makes it harder in neutral
  • Opponent can still parry through his anti airs and fireballs, makes it harder for him to 100% assert these strengths vs. good players