Difference between revisions of "System2"
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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   | + | * Super motions are now mostly special motion + 2PUNCH or 2KICK  | 
| − | *   | + | * Supers cost 2EX unless otherwise noted  | 
| − | * '''Ultra   | + | * '''The Ultra Meter is now only used for Alpha Counters, Charge Cancels or the new Air Reset''' (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.  | 
| − | |||
==Basic Actions==  | ==Basic Actions==  | ||
{{movelistheader}}  | {{movelistheader}}  | ||
| − | {{  | + | {{normal | Charge | MP + MK |  | Has invincible frames before the charge animation. Hold MP + MK to build meter }}  | 
| − | {{  | + | {{normal | Charge Cancel | MP + MK | 1/2 Ultra | Hold MP + MK to build meter }}  | 
| − | {{  | + | {{normal | Alpha Counter | HP + HK | 1/2 Ultra | Also during Block }}  | 
| + | {{normal | Reset | MP + MK | 1/2 Ultra | During most falling animations }}  | ||
| + | {{normal | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}  | ||
| − | * Focus Attack is gone (replaced with   | + | * 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:  | * '''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 Charge Cancels)  | 
** Throw vulnerable  | ** Throw vulnerable  | ||
* Get-up roll is in:  | * Get-up roll is in:  | ||
** KOF-style recovery roll while rising only (allows for quick rise instead)  | ** KOF-style recovery roll while rising only (allows for quick rise instead)  | ||
** Baitable  | ** Baitable  | ||
| − | ** Very short invuln period,   | + | ** 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==  | ==Minor Changes==  | ||
Revision as of 14:05, 6 January 2017
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, Charge Cancels or the new Air Reset (see below)
 
Basic Actions
| Charge | |
|---|---|
| Has invincible frames before the charge animation. Hold  | |
| Charge Cancel | 1/2 Ultra | 
|---|---|
| Hold  | |
| Alpha Counter | 1/2 Ultra | 
|---|---|
| Also during Block | |
| Reset | 1/2 Ultra | 
|---|---|
| During most falling animations | |
| Roll | |
|---|---|
| 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.