Difference between revisions of "System2"
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==Major Changes==  | ==Major Changes==  | ||
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* New supers added to characters  | * New supers added to characters  | ||
* Animations have been changed or sped up  | * Animations have been changed or sped up  | ||
| − | * Super motions are now mostly special motion +   | + | * Super motions are now mostly special motion + 3PUNCH or 3KICK  | 
* Supers cost 2EX unless otherwise noted  | * Supers cost 2EX unless otherwise noted  | ||
| − | * '''The Ultra Meter is now only used for Alpha Counters  | + | * '''The Ultra Meter is now only used for Alpha Counters and Charge Cancels''' (see below)  | 
** U1 and U2 now act like regular supers  | ** U1 and U2 now act like regular supers  | ||
** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.  | ** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.  | ||
==Basic Actions==  | ==Basic Actions==  | ||
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* Focus Attack is gone (replaced with the Charge)  | * Focus Attack is gone (replaced with the Charge)  | ||
* '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in:    | * '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in:    | ||
| − | ** You can cancel most moves, sometimes even supers.  | + | ** You can cancel most grounded and airborne moves, sometimes even supers.  | 
| − | ** You can hold the buttons and   | + | ** You can hold the buttons and charge super and ultra meter.  | 
* '''Alpha Counters''' are in:  | * '''Alpha Counters''' are in:  | ||
** Puts both players back in a neutral position.    | ** Puts both players back in a neutral position.    | ||
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** Very short invuln period, then goes to counter-hit state  | ** Very short invuln period, then goes to counter-hit state  | ||
* Juggles  | * Juggles  | ||
| − | **   | + | ** Medium and Heavy normals will always juggle. Light normals will force a reset  | 
** Special moves do not obey this rule  | ** Special moves do not obey this rule  | ||
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* Characters do not deal stun damage.  | * Characters do not deal stun damage.  | ||
* Most charge times have been decreased.  | * Most charge times have been decreased.  | ||
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| + | ==System-wide inputs ==  | ||
| + | {{movelistheader}}  | ||
| + | {{normal | Charge | MP + MK |  | Hold MP + MK to build meter }}  | ||
| + | {{normal | Charge Cancel | MP + MK | 1ULTRA | Hold MP + MK to build meter }}  | ||
| + | {{normal | Alpha Counter | HP + HK | 1ULTRA | Also during Block }}  | ||
| + | {{normal | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}  | ||
| + | {{normal | Taunt | Neutral + 3PUNCH 3KICK |  | Drains a little meter }}  | ||
| + | |||
| + | |||
| + | {{charheader}}  | ||
Latest revision as of 16:41, 4 May 2020
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 
 - Supers cost 
unless otherwise noted
 - The Ultra Meter is now only used for Alpha Counters and Charge Cancels (see below)
 
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
 
 - 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 | |
|---|---|
| Hold  | |
| Charge Cancel | |
|---|---|
| Hold  | |
| Alpha Counter | |
|---|---|
| Also during Block | |
| Roll | |
|---|---|
| During the "get up" animation | |
| Taunt | |
|---|---|
| Neutral +  | |
| Drains a little meter | |