Difference between revisions of "System2"
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{{movelistheader}} | {{movelistheader}} | ||
− | {{normal | Charge | MP + MK | | | + | {{normal | Charge | MP + MK | | Hold MP + MK to build meter }} |
{{normal | Charge Cancel | MP + MK | 1/2 Ultra | 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 | Alpha Counter | HP + HK | 1/2 Ultra | Also during Block }} | ||
− | |||
{{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 }} | {{normal | Taunt | Neutral + 3PUNCH 3KICK | | Drains a little meter }} | ||
Line 28: | Line 27: | ||
* Super motions are now mostly special motion + 2PUNCH or 2KICK | * Super motions are now mostly special motion + 2PUNCH or 2KICK | ||
* 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. | ||
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* '''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 moves, sometimes even supers. | ||
− | ** You can hold the buttons and build meter, making supers a lot more available | + | ** 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. |
Revision as of 01:50, 7 February 2017
Charge | |
---|---|
+ | |
Hold + to build meter |
Charge Cancel | 1/2 Ultra |
---|---|
+ | |
Hold + to build meter |
Alpha Counter | 1/2 Ultra |
---|---|
+ | |
Also during Block |
Roll | |
---|---|
or + / | |
During the "get up" animation |
Taunt | |
---|---|
Neutral + | |
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 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 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.