Difference between revisions of "System"

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* Focus Attack is gone (replaced with Saving Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
 
* Focus Attack is gone (replaced with Saving Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
* EX/Saving/Roman Cancels are in:  
+
* '''Saving Cancels''' (EX Cancels, Roman Cancels, etc...) are in:  
 
** 1EX bar to cancel normals
 
** 1EX bar to cancel normals
 
** 2EX bar to cancel specials
 
** 2EX bar to cancel specials
 
** Not a "true" roman cancel, but good enough
 
** Not a "true" roman cancel, but good enough
* Alpha Counters are in:
+
* '''Alpha Counters''' are in:
 
** Puts both players back in a neutral position.  
 
** Puts both players back in a neutral position.  
 
** Baitable (easily by EX cancels)
 
** Baitable (easily by EX cancels)
 
** Throw vulnerable
 
** Throw vulnerable
 
* Get-up roll is in:
 
* Get-up roll is in:
** KOF-style recovery roll
+
** KOF-style recovery roll while rising only (allows for quick rise instead)
 
** Baitable
 
** Baitable
 
** Very short invuln period, the goes to counter-hit state
 
** Very short invuln period, the goes to counter-hit state

Revision as of 06:06, 13 December 2012

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

  • Super motions are now 1 button style with some exceptions.
  • Ultra meter is gone - Only supers are left
    • U1.PNG and U2.PNG now act like regular supers
    • You must still pick U1.PNG or U2.PNG during character select, you can't have both
  • Most supers cost 2EX.PNG bars, a few cost 3EX.PNG or 4EX.
    • New supers added to characters

Basic Actions

Saving Cancel SPC.PNG 1EX.PNG SC.PNG 2EX.PNG
MP.png + MK.png
Alpha Counter 2EX.PNG
6.png + MP.png + MK.png In blockstun
Roll
4.png or 6.png + 2PUNCH.png / 2KICK.png 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.PNG bar to cancel normals
    • 2EX.PNG 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 EX 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. This is to make it easier to punish jumpins.
  • Ground heavy normals cause armor break.
  • Some characters do not deal stun damage.