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
- 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.
- 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 + MK
|
Hold MP + MK to build meter
|
Charge Cancel
|
1ULTRA
|
MP + MK
|
Hold MP + MK to build meter
|
Alpha Counter
|
1ULTRA
|
HP + HK
|
Also during Block
|
Roll
|
|
<- or -> + 2PUNCH / 2KICK
|
During the "get up" animation
|
Taunt
|
|
Neutral + 3PUNCH 3KICK
|
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 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
Template:Movelistrow
Template:Movelistrow
Template:Movelistrow
- 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 Zeipher and Anotak