Difference between revisions of "System2"
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| ==Major Changes== | ==Major Changes== | ||
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| * New supers added to characters | * New supers added to characters | ||
| * Animations have been changed or sped up | * Animations have been changed or sped up | ||
| − | * Super motions are now mostly special motion +  | + | * Super motions are now mostly special motion + 3PUNCH or 3KICK | 
| * Supers cost 2EX unless otherwise noted | * Supers cost 2EX unless otherwise noted | ||
| − | * '''The Ultra Meter is now only used for Alpha Counters | + | * '''The Ultra Meter is now only used for Alpha Counters and Charge Cancels''' (see below) | 
| ** U1 and U2 now act like regular supers | ** U1 and U2 now act like regular supers | ||
| ** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore. | ** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore. | ||
| Line 36: | Line 28: | ||
| * Focus Attack is gone (replaced with the Charge) | * Focus Attack is gone (replaced with the Charge) | ||
| * '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in:   | * '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in:   | ||
| − | ** You can cancel most moves, sometimes even supers. | + | ** You can cancel most grounded and airborne moves, sometimes even supers. | 
| − | ** You can hold the buttons and  | + | ** You can hold the buttons and charge super and ultra meter. | 
| * '''Alpha Counters''' are in: | * '''Alpha Counters''' are in: | ||
| ** Puts both players back in a neutral position.   | ** Puts both players back in a neutral position.   | ||
| Line 47: | Line 39: | ||
| ** Very short invuln period, then goes to counter-hit state | ** Very short invuln period, then goes to counter-hit state | ||
| * Juggles | * Juggles | ||
| − | **  | + | ** Medium and Heavy normals will always juggle. Light normals will force a reset | 
| ** Special moves do not obey this rule | ** Special moves do not obey this rule | ||
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| * Characters do not deal stun damage. | * Characters do not deal stun damage. | ||
| * Most charge times have been decreased. | * 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 }} | ||
| + | |||
| + | |||
| + | {{charheader}} | ||
Latest revision as of 16:41, 4 May 2020
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 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:
- Puts both players back in a neutral position.
- Baitable (easily by Charge 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, 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 | |












































