Desk did, however, pull off an interesting maneuver where we see Remy blocking high (holding back) against Ryu's Hurricane Kick, but still answering back with an EX Flash Kick after blockstun ended.įor some of the key sequences, Desk slows down the footage and adds on-screen notation to show what inputs are being used for the Charge Partition. Remys kara throw is op streetfighter thirdstrike 3s fgc fightinggames anime. but instead of having green flames he has green hair 27 level 1 11 mo. ago He's also a French pretty boy with a Guile moveset. 1 / 2 29 comments 97 Upvoted Sort by: best level 1 11 mo. While this combo extraordinaire experimented with Charge Partitioning used in conjunction with parries, these attack deflections would negate the charge and not allow for the move to be performed. So a lot of people say Remy from SF3 is based of Iori but what people tend to forget is that he also looks like Benimaru with his hair down. Remy 3S Street Fighting 3rd Strike OE Online Edition Premium image 1. His fighting style is Savate and his moves, especially his special moves made him very similar to Guile and Charly which never appeared in the Street Fighter III games. What's even cooler is the Oro combo that sees him juggle a stunned Chun-Li midscreen with jabs, dash underneath her to either side several times, then still end with an uppercut that uses a down charge. Remy debuted in Street Fighter III: Third Strike in 1999 and never made it into another game so far as a playable character. Now, Desk does do a raw dash up Flash Kick, but this one actually follows a combo into super from Remy, making it all the more tricky. While this, of course, might allow the average player to do something like a raw dash up Flash Kick for Remy, Desk takes things to the next level and pulls off some spectacular combos. Street Fighter 3: 3rd Strike/Remy < Street Fighter 3: 3rd Strike Remy's Neutral Stance Introduction Specific Character Information Stamina: 1120 Stun Bar Length (in pixels): 52 (Short) Stun Bar Recovery (frames it takes to recover 1 pixel): 21 Taunt: Increases stun damage for the next hit/combo by 18.8 per taunt. 2) When near a corner, land an anti-Air crouching HP, when you recover, juggle with an early LK Cold Blue Kick, then juggle with a final HK Rising Rage Flash or a crouching MP canceled into a Supreme Rising Rage Flash. A basic way of performing this would be holding back, dashing forward, returning to back, dashing forward again, holding back one last time, then hitting forward and pressing your button to execute the attack. 1) Anti-air crouching HP, when you recover, juggle with an early HK Rising Rage Flash. Through a technique called "Charge Partitioning," what you could essentially do is break up the charge input for your special move, but still have it count fully.
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