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System

From SF4Remix
Revision as of 03:49, 15 April 2025 by Miriam (talk | contribs) (Created page with "<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...")
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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

Character Select

System | Guide | Credits