Difference between revisions of "System"
Line 36: | Line 36: | ||
* '''Alpha Counters''' are in: | * '''Alpha Counters''' are in: | ||
** Puts both players back in a neutral position. | ** Puts both players back in a neutral position. | ||
− | ** Baitable (easily by | + | ** Baitable (easily by Saving Cancels) |
** Throw vulnerable | ** Throw vulnerable | ||
* Get-up roll is in: | * Get-up roll is in: |
Revision as of 17:40, 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
- 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
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. This is to make it easier to punish jumpins.
- Ground heavy normals cause armor break.
- Some characters do not deal stun damage.