Difference between revisions of "System"

 
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==Big changes==
+
<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!
* Most characters have chains. Some characters have specific chains.
+
** Certain animations (super/ultra animations) have been altered or sped up too.
* Forward dashes can be cancelled into attacks (except Makoto). Backward dash depends on character.
+
* Certain characters now have chains. Some other characters have restricted specific chains.
* Throw tech window is larger. There is now a visual cue for when you can, and cannot throw tech.
+
* Dash changes
* Focus Attack is gone.
+
** Most characters can cancel forward dashes into attacks (except Makoto).  
* Ultra is gone - Only supers remain. Although, you still have to choose one of the supers as you would with an ultra.
+
** Some characters can cancel backward dash into attacks too!
* Most supers cost 2EX bars, a few cost 3EX or 4EX.
+
* Throw tech window is '''15 frames with a visual cue''' for when you can/cannot throw tech.
* Super motions are now 1 button style with some exceptions.
+
 
* EX cancels(Also called Roman Cancels, RC for short) only require 1 EX bar to cancel normals. For specials, you still need to use 2 EX bars.
+
===Supers===
* There are now alpha counters that put both players back in a neutral position. It can still be baited (easily by EX cancels). They are also throw vulnerable.
+
 
 +
* 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.
  
==Smaller changes (That are still important!)==
 
 
* 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. This is to make it easier to punish jumpins.
+
* Many aerial light and medium normals have heavy hitstun on block.
 
* Ground heavy normals cause armor break.
 
* Ground heavy normals cause armor break.
* Some characters do not deal stun damage.
+
* 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 | EX cancel | MP + MK | 1EX or 2EX| 1EX for normals and chains 2EX for specials}}
+
{{movelistrow | Saving Cancel | MP + MK | SPC 1EX SC 2EX | }}
{{movelistrow | Alpha Counter | -> + MP + MK | 2EX | During blockstun }}
+
{{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 + 3PUNCH.png or 3KICK.png
  • Supers cost 2EX.PNG unless otherwise noted
  • The Ultra Meter is now only used for Alpha Counters and Charge Cancels (see below)
    • U1.PNG and U2.PNG 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.PNG 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.
  • 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
MP.png + MK.png
Hold MP.png + MK.png to build meter
Charge Cancel 1ULTRA.png
MP.png + MK.png
Hold MP.png + MK.png to build meter
Alpha Counter 1ULTRA.png
HP.png + HK.png
Also during Block
Roll
4.png or 6.png + 2PUNCH.png / 2KICK.png
During the "get up" animation
Taunt
Neutral + 3PUNCH.png 3KICK.png
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 2EX.PNG bars, a few cost 3EX.PNG or 4EX.
  • 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
    • Currently W ultra just picks both, with no disadvantage, so please pick that

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 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

DCP.png Ryu.png Ken.png Honda.png Ibuki.png Makoto.png Dudley.png Seth.png Gouken.png Akuma.png Gen.png Dan.png Sakura.png Oni.png ELN.png
Yun.png Juri.png Chunli.png Dhalsim.png Abel.png Cviper.png Bison.png Sagat.png Cammy.png Deejay.png Cody.png Guy.png Hakan.png RLN.png PSN.png
Eryu.png Guile.png Blanka.png Zangief.png Rufus.png Fuerte.png Vega.png Balrog.png Feilong.png Hawk.png Adon.png Rose.png Yang.png HUG.png

Character Select
DCP.png Ryu.png Ken.png Honda.png Ibuki.png Makoto.png Dudley.png Seth.png Gouken.png Akuma.png Gen.png Dan.png Sakura.png Oni.png ELN.png
Yun.png Juri.png Chunli.png Dhalsim.png Abel.png Cviper.png Bison.png Sagat.png Cammy.png Deejay.png Cody.png Guy.png Hakan.png RLN.png PSN.png
Eryu.png Guile.png Blanka.png Zangief.png Rufus.png Fuerte.png Vega.png Balrog.png Feilong.png Hawk.png Adon.png Rose.png Yang.png HUG.png

System | Guide | Credits