| Charge
 | 
 | 
  +  
 | 
Has invincible frames before the charge animation. Hold   +   to build meter
 | 
| Charge Cancel
 | 
1/2 Ultra
 | 
  +  
 | 
Hold   +   to build meter
 | 
| Alpha Counter
 | 
1/2 Ultra
 | 
  +  
 | 
| Also during Block
 | 
| Reset
 | 
1/2 Ultra
 | 
  +  
 | 
| During most falling animations
 | 
| 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, Charge Cancels or the new Air Reset (see below)
 and 
 now act like regular supers 
- Pick the REMIX option when selecting ultras, as there are no damage downsides anymore.
 
 
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.