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 unless otherwise noted
- The Ultra Meter is now only used for Alpha Counters, Charge Cancels or the new Air Reset (see below)
 and and now act like regular supers now act like regular supers
- Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.
 
Basic Actions
| Charge |  | 
|  +   | 
| Has invincible frames before the charge animation. Hold  +  to build meter | 
| Charge Cancel | 1/2 Ultra | 
|  +   | 
| Hold  +  to build meter | 
| Alpha Counter | 1/2 Ultra | 
|  +   | 
| Also during Block | 
| Reset | 1/2 Ultra | 
|  +   | 
| During most falling animations | 
| Roll |  | 
|  or  +  /   | 
| During the "get up" animation | 
- Focus Attack is gone (replaced with the Charge)
- Charge Cancels (EX Cancels, Roman Cancels, etc...) are in:
- You can cancel most moves, sometimes even supers.
- You can hold the buttons and build meter, making supers a lot more available
 
- 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
- All 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.