Difference between revisions of "System"
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− | == | + | <tabber> |
+ | Remix 2= | ||
+ | ==Major Changes== | ||
+ | |||
+ | Aside from new movelists and changed move properties, these are some of the most noticeable mechanical changes in Remix. There are plenty of aesthetic changes too - play and find out! | ||
+ | |||
+ | ===General=== | ||
+ | |||
* Movement speed is tweaked to be faster for improved footsie game, and more fun! | * Movement speed is tweaked to be faster for improved footsie game, and more fun! | ||
− | * | + | ** Certain animations (super/ultra animations) have been altered or sped up too. |
− | * | + | * Certain characters now have chains. Some other characters have restricted specific chains. |
− | * Throw tech window is | + | * Dash changes |
− | + | ** Most characters can cancel forward dashes into attacks (except Makoto). | |
− | * | + | ** Some characters can cancel backward dash into attacks too! |
− | * | + | * Throw tech window is '''15 frames with a visual cue''' for when you can/cannot throw tech. |
− | * Super motions are now | + | |
− | * EX | + | ===Supers=== |
− | * | + | |
+ | * New supers added to characters | ||
+ | * Animations have been changed or sped up | ||
+ | * Super motions are now mostly special motion + 3PUNCH or 3KICK | ||
+ | * Supers cost 2EX unless otherwise noted | ||
+ | * '''The Ultra Meter is now only used for Alpha Counters and Charge Cancels''' (see below) | ||
+ | ** U1 and U2 now act like regular supers | ||
+ | ** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore. | ||
+ | |||
+ | ==Basic Actions== | ||
+ | |||
+ | * Focus Attack is gone (replaced with the Charge) | ||
+ | * '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in: | ||
+ | ** You can cancel most grounded and airborne moves, sometimes even supers. | ||
+ | ** You can hold the buttons and charge super and ultra meter. | ||
+ | * '''Alpha Counters''' are in: | ||
+ | ** Puts both players back in a neutral position. | ||
+ | ** Baitable (easily by Charge Cancels) | ||
+ | ** Throw vulnerable | ||
+ | ** It does 100 recoverable damage, and you recover 1EX on counterhit | ||
+ | * Get-up roll is in: | ||
+ | ** KOF-style recovery roll while rising only (allows for quick rise instead) | ||
+ | ** Baitable | ||
+ | ** Very short invuln period, then goes to counter-hit state | ||
+ | * Juggles | ||
+ | ** Medium and Heavy normals will always juggle. Light normals will force a reset | ||
+ | ** Special moves do not obey this rule | ||
+ | |||
+ | ==Minor Changes== | ||
+ | |||
+ | Changes that are still important but may not be immediately obvious. | ||
− | |||
* Characters turn around on crossup, making crossups possible with any air normal. | * Characters turn around on crossup, making crossups possible with any air normal. | ||
− | * Many aerial light and medium normals have heavy hitstun on block | + | * Many aerial light and medium normals have heavy hitstun on block. |
* Ground heavy normals cause armor break. | * Ground heavy normals cause armor break. | ||
− | * | + | * Characters do not deal stun damage. |
+ | * Most charge times have been decreased. | ||
+ | |||
+ | ==System-wide inputs == | ||
+ | {{movelistheader}} | ||
+ | {{normal | Charge | MP + MK | | Hold MP + MK to build meter }} | ||
+ | {{normal | Charge Cancel | MP + MK | 1ULTRA | Hold MP + MK to build meter }} | ||
+ | {{normal | Alpha Counter | HP + HK | 1ULTRA | Also during Block }} | ||
+ | {{normal | Roll | <- or -> + 2PUNCH / 2KICK | | During the "get up" animation }} | ||
+ | {{normal | Taunt | Neutral + 3PUNCH 3KICK | | Drains a little meter }} | ||
+ | |-| | ||
+ | Remix 1.2= | ||
+ | ==Major Changes== | ||
+ | |||
+ | Aside from new movelists and changed move properties, these are some of the most noticeable mechanical changes in Remix. There are plenty of aesthetic changes too - play and find out! | ||
+ | |||
+ | ===General=== | ||
+ | |||
+ | * Movement speed is tweaked to be faster for improved footsie game, and more fun! | ||
+ | ** Certain animations (super/ultra animations) have been altered or sped up too. | ||
+ | * Certain characters now have chains. Some other characters have restricted specific chains. | ||
+ | * Dash changes | ||
+ | ** Most characters can cancel forward dashes into attacks (except Makoto). | ||
+ | ** Some characters can cancel backward dash into attacks too! | ||
+ | * Throw tech window is '''15 frames with a visual cue''' for when you can/cannot throw tech. | ||
+ | |||
+ | ===Supers=== | ||
+ | |||
+ | * New supers added to characters | ||
+ | * Animations have been changed or sped up | ||
+ | * Super motions are now 1 button style with some exceptions. | ||
+ | * Most supers cost 2EX bars, a few cost 3EX or 4EX. | ||
+ | * '''Ultra meter is gone''' - Only supers are left | ||
+ | ** U1 and U2 now act like regular supers | ||
+ | ** You must still pick U1 or U2 during character select | ||
+ | ** Currently W ultra just picks both, with no disadvantage, so please pick that | ||
==Basic Actions== | ==Basic Actions== | ||
{{movelistheader}} | {{movelistheader}} | ||
− | {{movelistrow | | + | {{movelistrow | Saving Cancel | MP + MK | SPC 1EX SC 2EX | }} |
− | {{movelistrow | Alpha Counter | -> + MP + MK | 2EX | During | + | {{movelistrow | Alpha Counter | -> + MP + MK | 2EX | In blockstun }} |
+ | {{movelistrow | Roll | <- or -> + 2PUNCH / 2KICK | | During the "get up" animation }} | ||
+ | |||
+ | * Focus Attack is gone (replaced with Saving Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff. | ||
+ | * '''Saving Cancels''' (EX Cancels, Roman Cancels, etc...) are in: | ||
+ | ** 1EX bar to cancel normals | ||
+ | ** 2EX bar to cancel specials | ||
+ | ** Not a "true" roman cancel, but good enough | ||
+ | * '''Alpha Counters''' are in: | ||
+ | ** Puts both players back in a neutral position. | ||
+ | ** Baitable (easily by Saving Cancels) | ||
+ | ** Throw vulnerable | ||
+ | * Get-up roll is in: | ||
+ | ** KOF-style recovery roll while rising only (allows for quick rise instead) | ||
+ | ** Baitable | ||
+ | ** Very short invuln period, the goes to counter-hit state | ||
+ | |||
+ | ==Minor Changes== | ||
+ | |||
+ | Changes that are still important but may not be immediately obvious. | ||
+ | |||
+ | * Characters turn around on crossup, making crossups possible with any air normal. | ||
+ | * Many aerial light and medium normals have heavy hitstun on block. | ||
+ | * Ground heavy normals cause armor break. | ||
+ | * Characters do not deal stun damage. | ||
+ | * Most charge times have been decreased. | ||
+ | |||
+ | ==Character Developer Chart== | ||
+ | Here's a chart showing how the characters were split up between <span style="color:#F64840">'''Zeipher'''</span> and <span style="color:#B8C7FF">'''Anotak'''</span> | ||
+ | |||
+ | {| | ||
+ | |bgcolor="B8C7FF"|[[Image:DCP.png|link=Decapre|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Ryu.png|link=Ryu|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Ken.png|link=Ken|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Honda.png|link=E._Honda|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Ibuki.png|link=Ibuki|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Makoto.png|link=Makoto|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Dudley.png|link=Dudley|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Seth.png|link=Seth|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Gouken.png|link=Gouken|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Akuma.png|link=Akuma|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Gen.png|link=Gen|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Dan.png|link=Dan|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Sakura.png|link=Sakura|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Oni.png|link=Oni|40px]] | ||
+ | |bgcolor="F64840"|[[Image:ELN.png|link=Elena|40px]] | ||
+ | |- | ||
+ | |bgcolor="B8C7FF"|[[Image:Yun.png|link=Yun|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Juri.png|link=Juri|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Chunli.png|link=Chun-Li|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Dhalsim.png|link=Dhalsim|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Abel.png|link=Abel|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Cviper.png|link=C._Viper|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Bison.png|link=M._Bison|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Sagat.png|link=Sagat|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Cammy.png|link=Cammy|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Deejay.png|link=Deejay|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Cody.png|link=Cody|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Guy.png|link=Guy|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Hakan.png|link=Hakan|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:RLN.png|link=Rolento|40px]] | ||
+ | |bgcolor="F64840"|[[Image:PSN.png|link=Poison|40px]] | ||
+ | |- | ||
+ | |bgcolor="B8C7FF"|[[Image:Eryu.png|link=Evil_Ryu|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Guile.png|link=Guile|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Blanka.png|link=Blanka|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Zangief.png|link=Zangief|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Rufus.png|link=Rufus|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Fuerte.png|link=El_Fuerte|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Vega.png|link=Vega|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Balrog.png|link=Balrog|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Feilong.png|link=Fei_Long|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Hawk.png|link=T._Hawk|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Adon.png|link=Adon|40px]] | ||
+ | |bgcolor="B8C7FF"|[[Image:Rose.png|link=Rose|40px]] | ||
+ | |bgcolor="F64840"|[[Image:Yang.png|link=Yang|40px]] | ||
+ | |bgcolor="F64840"|[[Image:HUG.png|link=Hugo|40px]] | ||
+ | |} | ||
+ | |-| | ||
+ | Koryu= | ||
+ | </tabber> | ||
+ | {{charheader}} |
Latest revision as of 10:10, 1 October 2023
Major Changes
Aside from new movelists and changed move properties, these are some of the most noticeable mechanical changes in Remix. There are plenty of aesthetic changes too - play and find out!
General
- Movement speed is tweaked to be faster for improved footsie game, and more fun!
- Certain animations (super/ultra animations) have been altered or sped up too.
- Certain characters now have chains. Some other characters have restricted specific chains.
- Dash changes
- Most characters can cancel forward dashes into attacks (except Makoto).
- Some characters can cancel backward dash into attacks too!
- Throw tech window is 15 frames with a visual cue for when you can/cannot throw tech.
Supers
- New supers added to characters
- Animations have been changed or sped up
- Super motions are now mostly special motion + or
- Supers cost unless otherwise noted
- The Ultra Meter is now only used for Alpha Counters and Charge Cancels (see below)
Basic Actions
- Focus Attack is gone (replaced with the Charge)
- Charge Cancels (EX Cancels, Roman Cancels, etc...) are in:
- You can cancel most grounded and airborne moves, sometimes even supers.
- You can hold the buttons and charge super and ultra meter.
- Alpha Counters are in:
- Get-up roll is in:
- KOF-style recovery roll while rising only (allows for quick rise instead)
- Baitable
- Very short invuln period, then goes to counter-hit state
- Juggles
- Medium and Heavy normals will always juggle. Light normals will force a reset
- Special moves do not obey this rule
Minor Changes
Changes that are still important but may not be immediately obvious.
- Characters turn around on crossup, making crossups possible with any air normal.
- Many aerial light and medium normals have heavy hitstun on block.
- Ground heavy normals cause armor break.
- Characters do not deal stun damage.
- Most charge times have been decreased.
System-wide inputs
Charge | |
---|---|
+ | |
Hold + to build meter |
Charge Cancel | |
---|---|
+ | |
Hold + to build meter |
Alpha Counter | |
---|---|
+ | |
Also during Block |
Roll | |
---|---|
or + / | |
During the "get up" animation |
Taunt | |
---|---|
Neutral + | |
Drains a little meter |
Major Changes
Aside from new movelists and changed move properties, these are some of the most noticeable mechanical changes in Remix. There are plenty of aesthetic changes too - play and find out!
General
- Movement speed is tweaked to be faster for improved footsie game, and more fun!
- Certain animations (super/ultra animations) have been altered or sped up too.
- Certain characters now have chains. Some other characters have restricted specific chains.
- Dash changes
- Most characters can cancel forward dashes into attacks (except Makoto).
- Some characters can cancel backward dash into attacks too!
- Throw tech window is 15 frames with a visual cue for when you can/cannot throw tech.
Supers
- New supers added to characters
- Animations have been changed or sped up
- Super motions are now 1 button style with some exceptions.
- Most supers cost bars, a few cost or 4EX.
- Ultra meter is gone - Only supers are left
Basic Actions
Saving Cancel | |
---|---|
+ |
Alpha Counter | |
---|---|
+ + | In blockstun |
Roll | |
---|---|
or + / | During the "get up" animation |
- Focus Attack is gone (replaced with Saving Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
- Saving Cancels (EX Cancels, Roman Cancels, etc...) are in:
- Alpha Counters are in:
- Puts both players back in a neutral position.
- Baitable (easily by Saving Cancels)
- Throw vulnerable
- Get-up roll is in:
- KOF-style recovery roll while rising only (allows for quick rise instead)
- Baitable
- Very short invuln period, the goes to counter-hit state
Minor Changes
Changes that are still important but may not be immediately obvious.
- Characters turn around on crossup, making crossups possible with any air normal.
- Many aerial light and medium normals have heavy hitstun on block.
- Ground heavy normals cause armor break.
- Characters do not deal stun damage.
- Most charge times have been decreased.
Character Developer Chart
Here's a chart showing how the characters were split up between Zeipher and Anotak