Difference between revisions of "System"

(Major edits for the sake of brevity, merged movelist from main page to here)
Line 1: Line 1:
==Big changes==
+
==Major Changes==
 +
 
 +
Aside from new moves and changed move properties, these are some of the most noticeable changes in Remix.
 +
 
 
* Movement speed is tweaked to be faster for improved footsie game, and more fun!
 
* Movement speed is tweaked to be faster for improved footsie game, and more fun!
* Most characters have chains. Some characters have specific chains.
+
** Certain animations (super/ultra animations) have been altered or sped up too.
* Forward dashes can be cancelled into attacks (except Makoto). Backward dash depends on character.
+
* Certain characters now have chains. Some other characters have restricted specific chains.
* Throw tech window is larger. There is now a visual cue for when you can, and cannot throw tech.
+
* Dash changes
* Focus Attack is gone.
+
** Forward dashes can be cancelled into attacks (except Makoto).  
* Ultra is gone - Only supers remain. Although, you still have to choose one of the supers as you would with an ultra.
+
** Some characters can cancel backward dash attacks too!
 +
* Throw tech window is '''15 frames with a visual cue''' for when you can, and cannot throw tech.
 +
* Super motions are now 1 button style with some exceptions.
 +
* Ultra meter is gone - Only supers are left
 +
** U1 and U2 now act like regular supers
 +
** You must still pick U1 or U2 during character select, you can't have both
 
* Most supers cost 2EX bars, a few cost 3EX or 4EX.
 
* Most supers cost 2EX bars, a few cost 3EX or 4EX.
* Super motions are now 1 button style with some exceptions.
+
** New supers added to characters
* EX cancels(Also called Roman Cancels, RC for short) only require 1 EX bar to cancel normals. For specials, you still need to use 2 EX bars.
+
* Focus Attack is gone (replaced with Roman Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
* There are now alpha counters that put both players back in a neutral position. It can still be baited (easily by EX cancels). They are also throw vulnerable.
+
* EX/Saving/Roman Cancels are in:
 +
** 1 EX bar to cancel normals
 +
** 2 EX bar to cancel specials
 +
* Alpha Counters are in:
 +
** Puts both players back in a neutral position.  
 +
** Baitable (easily by EX cancels)
 +
** Throw vulnerable
 +
* Get-up roll is in:
 +
** KOF-style recovery roll
 +
** Baitable
 +
** Very short invuln period, the goes to counter-hit state
 +
 
 +
==Minor Changes==
 +
 
 +
Changes that are still important but may not be immediately obvious.
  
==Smaller changes (That are still important!)==
 
 
* Characters turn around on crossup, making crossups possible with any air normal.
 
* Characters turn around on crossup, making crossups possible with any air normal.
 
* Many aerial light and medium normals have heavy hitstun on block. This is to make it easier to punish jumpins.
 
* Many aerial light and medium normals have heavy hitstun on block. This is to make it easier to punish jumpins.
Line 20: Line 41:
  
 
{{movelistheader}}
 
{{movelistheader}}
{{movelistrow | EX cancel | MP + MK | 1EX or 2EX| 1EX for normals and chains 2EX for specials}}
+
{{movelistrow | Saving Cancel | MP + MK | SPC 1EX SC 2EX | }}
{{movelistrow | Alpha Counter | -> + MP + MK | 2EX | During blockstun }}
+
{{movelistrow | Alpha Counter | -> + MP + MK | 2EX | In blockstun }}
 +
{{movelistrow | Roll | <- or -> + 2PUNCH / 2KICK |  | During the "get up" animation }}

Revision as of 03:58, 13 December 2012

Major Changes

Aside from new moves and changed move properties, these are some of the most noticeable changes in Remix.

  • 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
    • Forward dashes can be cancelled into attacks (except Makoto).
    • Some characters can cancel backward dash attacks too!
  • Throw tech window is 15 frames with a visual cue for when you can, and cannot throw tech.
  • Super motions are now 1 button style with some exceptions.
  • Ultra meter is gone - Only supers are left
    • U1.PNG and U2.PNG now act like regular supers
    • You must still pick U1.PNG or U2.PNG during character select, you can't have both
  • Most supers cost 2EX.PNG bars, a few cost 3EX.PNG or 4EX.
    • New supers added to characters
  • Focus Attack is gone (replaced with Roman Cancels, below). Some characters gained armor on certain normals or special moves as a tradeoff.
  • EX/Saving/Roman Cancels are in:
    • 1 EX bar to cancel normals
    • 2 EX bar to cancel specials
  • Alpha Counters are in:
    • Puts both players back in a neutral position.
    • Baitable (easily by EX cancels)
    • Throw vulnerable
  • Get-up roll is in:
    • KOF-style recovery roll
    • Baitable
    • Very short invuln period, the goes to counter-hit state

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. This is to make it easier to punish jumpins.
  • Ground heavy normals cause armor break.
  • Some characters do not deal stun damage.

Basic Actions

Saving Cancel SPC.PNG 1EX.PNG SC.PNG 2EX.PNG
MP.png + MK.png
Alpha Counter 2EX.PNG
6.png + MP.png + MK.png In blockstun
Roll
4.png or 6.png + 2PUNCH.png / 2KICK.png During the "get up" animation