Difference between revisions of "System"
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===Supers=== | ===Supers=== | ||
+ | * New supers added to characters | ||
+ | * Animations have been changed or sped up | ||
* Super motions are now 1 button style with some exceptions. | * 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 | * '''Ultra meter is gone''' - Only supers are left | ||
** U1 and U2 now act like regular supers | ** U1 and U2 now act like regular supers | ||
** You must still pick U1 or U2 during character select, you can't have both | ** You must still pick U1 or U2 during character select, you can't have both | ||
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==Basic Actions== | ==Basic Actions== |
Revision as of 17:41, 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
- 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 | |
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+ |
Alpha Counter | |
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+ + | In blockstun |
Roll | |
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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. This is to make it easier to punish jumpins.
- Ground heavy normals cause armor break.
- Some characters do not deal stun damage.