Difference between revisions of "System"
(Major edits for the sake of brevity, merged movelist from main page to here) |
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− | == | + | ==Major Changes== |
+ | |||
+ | Aside from new moves and changed move properties, these are some of the most noticeable changes in Remix. | ||
+ | |||
* 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! | ||
− | * | + | ** Certain animations (super/ultra animations) have been altered or sped up too. |
− | * Forward dashes can be cancelled into attacks (except Makoto). | + | * Certain characters now have chains. Some other characters have restricted specific chains. |
− | * Throw tech window is | + | * Dash changes |
− | * | + | ** Forward dashes can be cancelled into attacks (except Makoto). |
− | * Ultra is gone - Only supers | + | ** Some characters can cancel backward dash attacks too! |
+ | * Throw tech window is '''15 frames with a visual cue''' for when you can, and cannot throw tech. | ||
+ | * Super motions are now 1 button style with some exceptions. | ||
+ | * 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, you can't have both | ||
* Most supers cost 2EX bars, a few cost 3EX or 4EX. | * Most supers cost 2EX bars, a few cost 3EX or 4EX. | ||
− | * | + | ** New supers added to characters |
− | * EX | + | * Focus Attack is gone (replaced with Roman Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff. |
− | * | + | * EX/Saving/Roman Cancels are in: |
+ | ** 1 EX bar to cancel normals | ||
+ | ** 2 EX bar to cancel specials | ||
+ | * 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 | ||
+ | ** 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. | * 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. This is to make it easier to punish jumpins. | ||
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{{movelistheader}} | {{movelistheader}} | ||
− | {{movelistrow | | + | {{movelistrow | Saving Cancel | MP + MK | SPC 1EX SC 2EX | }} |
− | {{movelistrow | Alpha Counter | -> + MP + MK | 2EX | During | + | {{movelistrow | Alpha Counter | -> + MP + MK | 2EX | In blockstun }} |
+ | {{movelistrow | Roll | <- or -> + 2PUNCH / 2KICK | | During the "get up" animation }} |
Revision as of 03:58, 13 December 2012
Major Changes
Aside from new moves and changed move properties, these are some of the most noticeable changes in Remix.
- 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
- Forward dashes can be cancelled into attacks (except Makoto).
- Some characters can cancel backward dash attacks too!
- Throw tech window is 15 frames with a visual cue for when you can, and cannot throw tech.
- Super motions are now 1 button style with some exceptions.
- Ultra meter is gone - Only supers are left
- Most supers cost bars, a few cost or 4EX.
- New supers added to characters
- Focus Attack is gone (replaced with Roman Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
- EX/Saving/Roman Cancels are in:
- 1 EX bar to cancel normals
- 2 EX bar to cancel specials
- 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
- 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.
Basic Actions
Saving Cancel | |
---|---|
+ |
Alpha Counter | |
---|---|
+ + | In blockstun |
Roll | |
---|---|
or + / | During the "get up" animation |