Difference between revisions of "System2"

(Created page with "==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 chang...")
 
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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 1 button style with some exceptions.
+
* Super motions are now mostly special motion + 2PUNCH or 2KICK
* Most supers cost 2EX bars, a few cost 3EX or 4EX.
+
* Supers cost 2EX unless otherwise noted
* '''Ultra meter is gone''' - Only supers are left
+
* '''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
** You must still pick U1 or U2 during character select
+
** Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.
** Currently W ultra just picks both, with no disadvantage, so please pick that
 
  
 
==Basic Actions==
 
==Basic Actions==
  
 
{{movelistheader}}
 
{{movelistheader}}
{{movelistrow | Saving Cancel | MP + MK | SPC 1EX SC 2EX | }}
+
{{normal | Charge | MP + MK |  | Has invincible frames before the charge animation. Hold MP + MK to build meter }}
{{movelistrow | Alpha Counter | -> + MP + MK | 2EX | In blockstun }}
+
{{normal | Charge Cancel | MP + MK | 1/2 Ultra | Hold MP + MK to build meter }}
{{movelistrow | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}
+
{{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 Saving Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
+
* Focus Attack is gone (replaced with the Charge)
* '''Saving Cancels''' (EX Cancels, Roman Cancels, etc...) are in:  
+
* '''Charge Cancels''' (EX Cancels, Roman Cancels, etc...) are in:  
** 1EX bar to cancel normals
+
** You can cancel most moves, sometimes even supers.
** 2EX bar to cancel specials
+
** You can hold the buttons and build meter, making supers a lot more available
** Not a "true" roman cancel, but good enough
 
 
* '''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 Saving Cancels)
+
** 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, the goes to counter-hit state
+
** 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 + 2PUNCH.png or 2KICK.png
  • Supers cost 2EX.PNG unless otherwise noted
  • The Ultra Meter is now only used for Alpha Counters, Charge Cancels or the new Air Reset (see below)
    • U1.PNG and U2.PNG now act like regular supers
    • Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.

Basic Actions

Charge
MP.png + MK.png
Has invincible frames before the charge animation. Hold MP.png + MK.png to build meter
Charge Cancel 1/2 Ultra
MP.png + MK.png
Hold MP.png + MK.png to build meter
Alpha Counter 1/2 Ultra
HP.png + HK.png
Also during Block
Reset 1/2 Ultra
MP.png + MK.png
During most falling animations
Roll
4.png or 6.png + 2PUNCH.png / 2KICK.png
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.