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Executed by performing two quarter-circle forward motions and pressing kick, Remy instantly lifts his knee. If the opponent hits him while he is in this stance, he immediately counters with a combo of six punches and kicks, followed by a Rising Rage Flash for a total of seven hits.
As with most counterattacks, throws and jumping attacks will override the counter, and attacks which rapidly hit many times will hit him out of it even when the counterattack starts.
The attack has very high priority, but has to be timed to perfection in order to be of any use. Activate too early, and the opponent will know not to attack (and will probably throw Remy or otherwise get around the technique); too late and Remy will get hit before he can even activate the ready stance.