Difference between revisions of "System2"
| Line 31: | Line 31: | ||
{{normal | Reset | MP + MK | 1/2 Ultra | During most falling animations }}  | {{normal | Reset | MP + MK | 1/2 Ultra | During most falling animations }}  | ||
{{normal | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}  | {{normal | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}  | ||
| + | {{normal | Taunt | Neutral + 3PUNCH 3KICK |  | Drains a little meter }}  | ||
* Focus Attack is gone (replaced with the Charge)  | * Focus Attack is gone (replaced with the Charge)  | ||
Revision as of 14:07, 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 | |
| Taunt | |
|---|---|
| Neutral +  | |
| Drains a little meter | |
- 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.