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SvC Chaos: SNK Vs Capcom/Red Arremer

From SuperCombo Wiki
レッドアリーマー, Red Arremer
"G-gyaaaa. (Delish! Fresh meat always tastes best!)"
Difficulty Mostly Easy
Max Mode Needed? Almost Useless
Tier Placement Top Tier (S)
Standing Hitbox ?
Crouching Hitbox Tall

Introduction

RedArremerfacesvc.png

Red Arremer, or RA for short. is a common enemy from the Ghosts 'n Goblins game series, along with starring a couple of his own games. He's incredibly frustrating to deal with in those games with his sporadic and fast movement, and here he's limited in his movement somewhat due to the nature of fighting game design, but makes up for it with perhaps the most infamous of special moves in SVC: his minions. When used correctly, RA can essentially turn SVC into a mini bullet hell with the amount of projectiles thrown at his foes, so much so that an RA mirror matchup goes as far as to cause slowdown. He has plenty of other great tools that make him a nightmare to deal with as a zoner, however, giving him his top tier placement. He is still very much beatable, however, so don't pick him and shrug it off expecting instant results as experienced players will be able to get in. Which by that point, RA is left with basically nothing.

How to select Red Arremer (Outside of Super Plus)

  • You wish to use him? It isn't possible to select him on the Arcade version without cheats, but you can use him in the console versions (PS2 and XBOX). Just select Survival Mode, and beat him, or Athena in it on the 36th fight, and you'll unlock him along with Athena.
Strengths Weaknesses
  • Very fun to play, and not that hard to master
  • Fireball has the highest priority of any projectile in the game
  • Summons make him a screen control god when done right
  • Great air game
  • Can wall jump
  • Slide kick is fairly reliable
  • Unblockable Exceed
  • Obliterates players who don't know better
  • Easily opens up defensive turtles into playing aggressively
  • Will always have meter for Blowback
  • Cannot crouch (but pushbox lowers)
  • Slide is the only good normal he can use to defend himself close-up
  • Can only forward throw
  • Zero supers
  • Jump attacks are all the same
  • All of his summons are punishable one way or another
  • Super situational Exceed
  • Meter is useless outside of Blowback
  • No benefits from Max Mode
  • RA mirrors are a nightmare to watch
  • You will lose friends
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Since Red Arremer has no standing proximity normals, he only has 4 standing normals. Regardless if you're far or close to the opponent, the attack for the corresponding button doesn't change.

Far/Close Normals

st.A/cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 3 11 18 -2 -4 -
  • A stab with his claws. Can't chain into itself, and the other Light Attacks, but can be normal canceled.
  • st.A is identical to cr.A, so st.A notes apply to cr.A as well.

st.B/D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4, (5), 4 7 27 +2 +0 -
  • A two-hit kick. Can't chain into itself, and the other Light Attacks, but any hit can be normal canceled.
  • st.D is identical to st.B, but deals more damage.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 3, 6 15 32 1st= -4 ; 2nd= -1 1st= -6 ; 2nd= -3 -
  • A two-hit slash. Good for combos, and any hit can be normal canceled.

Crouch Normals

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 5 2 6 13 +4 +2 -
  • A low-hitting kick. Can chain into itself, and into the other Light Attacks as his only light chain starter. Can be normal canceled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 3, 6 15 32 1st= -4 ; 2nd= +11 1st= -1 ; 2nd= -3 -
  • Same animation as his st.C, but with one more property: It will reset your opponent on hit. Probably the easiest reset setup in the game. Try using this move when you're more familiar with RA, you can setup pressure and some unblockables with his minions using this button.
  • Keep in mind this is still not good for defending RA up-close, as cr.D should be used instead.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 9 16 12 37 SKD -10 -
  • A slide, it can pass under some projectiles, and you can cancel any normal into this move. You can't cancel it afterwards.
  • Essential for RA's survival up close as it's his only consistently reliable normal. Any other button barely poses a threat to any character given how bad his buttons are. The knockdown and fast startup of this attack, on top of hitting low, makes this a must use for any time the opponent gets close - just be wary the opponent doesn't block it.

Jumping Normals

Like his standing normals, Red Arremer has no differentiation between neutral and diagonal jumping normals, so again, the attack only matters based on what button is pressed.

(n)j.X
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 11 - - - - -
  • Neutral/Diagonal Jumping Attack
  • All of RA's jump buttons do the exact same attack but with very slight differences
  • Just a dinky kick. Nothing special since you can't crossup with it. Hardly anything worth noting in his move list.
  • The button pressed changes the amount of damage dealt. Lights will do less damage, whereas heavies will do more damage, so pressing the light buttons is pointless.

Throws

Kof.lp.pngKof.lk.png/Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Special Moves

Note about the minions: You can have all three types of minions on the screen, but while a minion is on the screen, you can't call another minion of the same type. For example: you call a Zombie. While the zombie is still active and viewable on stage (even if he's offscreen due to player positioning), you can't resummon Zombie until he goes away completely. And technically, yes, you can combo after the 3 types of minions, but it's so inconsistent to setup and unrealistic to pull off consistently in a real match because of countless potential factors, don't expect it to happen. If you were to get a combo, tghe best order for that is: QCF+B - Wait a moment after this one, QCF+K in the air, QCF+D. After they hit, you can do any combo afterwards.

Fireball
(Jump) qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Like a normal projectile, but it does two hits(The animation of it seems like Dhalsim's Yoga Fire), and will knock your opponent down. It can defeat other projectiles, probably for the two-hit feature(It can defeat some Super Projectiles too. If the projectile was blocked, the first hit will hit your opponent, but the projectile still will be active(Waiting for the second hit, where it vanishes), which is nice for pressuring. When used in the air, it will change RA's jump arc, still will do two hits(And your opponent will get a knockdown), but it can hit low if you have a good aim(Which is a interesting feature).

Woody Pig
qcf B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • RA summons a monster(Sorry, two monsters) from the Ghosts 'n Goblins game. They will fly until they hits(On tall opponents, it can hit early, on small opponents, it maybe won't hit). Very nice for pressuring(That's how those monsters work in that game, just spam them, and you lose). It almost doesn't have recovery frames, so it's safe from a certain distance. You can combo after any minion too.

Zombie
qcf D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This one is nice. This Zombie will appear in front of RA, and will begin walking forward. It counts as a projectile too, and that means, it's mainly a shield. You can combo after it hits too, but that's a little hard. RA is safe to call him at a certain distance.

Puchi Devil
j.qcf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This one is probably the best for pressuring games. RA lauches 3 (Kind of) bats, and they will run forward, but almost touching the ground, and when they are in that position, they will hit low(Oh, and the bats will combo too). RA is safe to call the bats depending of the distance(And it will change his jump arc too).

Hell Hunter (Kuuchuu)
qcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A move for his air game. You'll need to know the patterns in this move(Consider the below too), because it's unblockable. On the B version, RA will fly and stop behind the Health bars. After that, he'll fly from a full screen length, but making an U arc. On the D version, he'll stop behind the Health bars again, but he'll make this arc -> \, and then he'll go back to this initial position(Kind of a hit & run move).

Hell Hunter (Chijou)
dp K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Learn the arc for this move too. RA will fly, but near from the ground this time. After some time, he'll make an arc like this -> __ and will stop after he reaches full screen length.

Demon Pillar
dp P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is mainly for pressuring. RA will launch his air fireball, but it can only hit when it touches the ground, making a pillar. Can be useful as an anti-air, but you'll need to predict your opponent's jump. It does incredible guard damage too(Can be useful as an cheap finisher).

Death Cannon
f~hcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move has the same animation as Zero's QCF(2x)+P Super. RA will charge, and launch a Super projectile. It does nice damage, but you can't use it on combos(Maybe after the Minions combo?).

Exceed

Suppertime
Qcf.pngQcf.pngK.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • RA will do an unblockable wall leap, and when it hits, RA will begin biting his opponent before throwing him/her on the ground. It does nice damage, but it won't do full screen length. The B version will make him fly further too(But not full screen). You can use it as a meaty, but depends of where your opponent is.

Strategy

Basic Strategy

RA's gameplan

RA's just a great keepaway character. His minions and projectiles are his gameplan, and you can spam them from far away(You can have all of the 3 minions on the screen, and RA almost doesn't have any recovery frames if he calls them, so...). If a minion hits(Especially the bats), run to do a combo, you'll need it to do damage(You won't win only by chipping). His minions won't let your opponent jump, GCF, or things like that, because you're only thing that takes damage in the middle of that "bullet hell". Oh, but there are things that can break you minions barrage, like EQ with his Fat Guilty, Parries(From Ryo and Hugo), Teleports in general, and Super Projectiles(You can negate it, but it still will stop the minions). He doesn't have Supers, so he has to rely on his Unblockable Exceed(Make sure you hit with it), and the Unblockable Hell Hunter(Remember the patterns) to do real damage(You can make RA charge the Hell Ride while you're spamming minions too, which is nice). Good luck on your matches.

Some Combos (Without Max Mode)

Advanced Strategy

Resets with the cr.C

Resets are important, that's what is on almost every section. You can do reset combos with RA, and they aren't that hard to perform. It's just this:

[Jump Attack (If you want more damage)] cr.C, (After the reset)

  • (You can empty jump/dash here if you're not on the corner) cr.B(2x), cr.D/d+D(Still dunno) - low starter with a knockdown after it;
  • Jump, j.D/C(Are the same thing), any combo - High Starter into a (Maybe, depends of the combo) knockdown;
  • Cancel the second hit into Exceed(If RA is with his back to the corner)/Hell Hunter - Reset into unblockable; You can make one of your minions hit your opponent after the reset, to help on the Hell Hunter charge.

Learn those above, you'll need.

Match-Ups

Athena

It doesn't look like it, but this matchup is actually in Athena's favor. There are three main reasons: First, Athena can always exploit the fact that RA cannot crouch with arrows. While he can still low block, it doesn't change the fact that he will always be hit by arrows on the ground and can only truly avoid them if he jumps. Even then, he's wide open during his summons so eating an arrow is not that difficult. Second, Athena's Exceed can effectively shut out RA from ever summoning bats at the risk of getting half his life bar deleted. Third, RA can's approach all that safely since Athena's Wave attack will anti-air him if he tries to jump in, on top of completely bypassing his minions. Her lion summon will be nullified by RA's zombie minion, making the lion significantly less useful, though. RA can also still force trades with smartly timed summons, and if all else fails he has his fireballs. Though with Athena still being quite effective even from fullscreen away, RA has practically zero chance of setting up a combo on Athena unless the planets align. The RA player will have to force Athena into opening herself up, either by forcing Athena to approach or approaching Athena himself. But unlike RA, Athena has at least a couple more useful normals, so RA still has to try and fight from a distance, or wait very patiently for poking opportunities.

Orochi Iori

Red Arremer has better aerial control than Orochi Iori does, thus he can still keep O. Iori out with bat summons and pig summons from jump in attempts. However, it only takes one poorly timed summon for O. Iori to barge right in, and if patient enough, O. Iori can jump/superjump across all of RA's minions and start pressuring him. And since RA only has his slide and Exceed to defend himself up close, shaking off O. Iori will be very difficult if he doesn't have Blowback readily available. RA's bat summons also don't pose that big of a threat when O. Iori can casually walk past them as they're being summoned due to his walking speed. If O. Iori fails to close the gap and RA manages to set up his minions, he can still retaliate by using his projectile super which will screen nuke all all minions and projectiles on the screen, and potentially even catch RA, forcing RA to restart. RA has to play very patiently to ensure that O. Iori doesn't trap him, and be selective about his summons. O. Iori only needs some patience to wait for the right window to rush in and barrage RA, but preferably conserve his meter in case he needs the emergency screen nuke.

Combos

RA's combos basically don't exist, but he can do something with his claws, mouth, minions and feet. But if you're trying to play RA for combo potential and such, don't play RA. Combos are the lowest of RA's priorities in a match, especially when his buttons all suck.

(Without Max Mode)
Combo Damage Notes
(Minions combo, j.X) cl.C/D(1), qcf P, (meaty Exceed (if bites and the throw hit) / qcb K or dp K, if in reach) Probably his BnB. Nothing special about it, but you can use the two hits of the cl.D if on the corner.
(Corner Far) qcf A, dp K / f~hcf P Dunno how this combo works, it just was here.
(Use both qcf K minions then jump over your opponent) (j.X - no crossup,) cl.C/D(2), (qcf B hits here), cl.C/D(2), (qcf D), cl.C/D(1), qcf P, (meaty) Damaging combo, but very hard to land on a real match. Jumping over your opponent with the minions on the screen can be easy, but... This combo? Dunno, didn't do many RA matches. But it's possible anyway.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken