Difference between revisions of "System"
Line 1: | Line 1: | ||
+ | <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! | ||
+ | ** 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 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 | ||
+ | * 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 == | ||
+ | {{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== | ==Major Changes== | ||
Line 54: | Line 117: | ||
* Characters do not deal stun damage. | * Characters do not deal stun damage. | ||
* Most charge times have been decreased. | * Most charge times have been decreased. | ||
+ | |-| | ||
+ | Koryu= | ||
+ | </tabber> |
Revision as of 22:08, 12 December 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
- 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 |
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.