Street Fighter IV Remix/Game Systems: Difference between revisions

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Chains: Many characters now have the ability to chain normals together. A characters chains will be unique to them generally: some can chain all lights into all heavies, some can only chain punches, some can only chain lights into mediums, and some can’t chain normals at all. Most characters can chain into command normals as well.
Chains: Many characters now have the ability to chain normals together. A characters chains will be unique to them generally: some can chain all lights into all mediums into all heavies, some can only chain punches, some can only chain lights into mediums OR heavies, and some can’t chain normals at all. Most characters can chain into command normals as well.


Chains will be listed at the top of each character section, with this notation:
Chains will be listed at the top of each character section, with this notation:

Revision as of 19:25, 30 September 2023

Chains: Many characters now have the ability to chain normals together. A characters chains will be unique to them generally: some can chain all lights into all mediums into all heavies, some can only chain punches, some can only chain lights into mediums OR heavies, and some can’t chain normals at all. Most characters can chain into command normals as well.

Chains will be listed at the top of each character section, with this notation: L > M > H: Can chain all lights into mediums into heavies. LP > MP > HP: Can chain punches together, but not kicks. L > M/H: Can chain lights into mediums OR heavies.

Charge: Instead of the Ultra meter present in SF4, Remix now has a Charge meter. Charge is used for two functions; Charge Cancelling and Alpha Counters.

Charge meter: You fill the charge meter by either taking damage, or by holding MP+MK. Charging by holding MP+MK can be cancelled at any time, making it much less risky, and can easily be done over a majority of knockdowns.

Charge Cancelling: Usually abbreviated to CC. This is done by pressing MP+MK at any point during an attack. This will immediately cancel the attack, similar to a Roman Cancel, but spends one bar of Charge to do so. Charge can be done on hit or block, and even on whiff in most cases, but not all moves can be charge cancelled. Many that can also have specific windows where they can be. Charge cancelling also resets juggle points, allowing huge extensions for high damage combos.

Alpha Counters: Alpha Counter is an invincible move performed by pressing HP+HK, spending a bar of Charge as well. It can be done any time you aren’t in hitstun, including while blocking, making it a great option to escape pressure. This can be baited, and it is not throw invulnerable, so a smart opponent will either block to bait it or throw it. Still, it’s a very strong option to escape the scary looping offense present in many remix characters.

Juggle System: The juggle system largely still works like Street Fighter. Certain moves add an amount to the juggle counter, and when this number is too high, the juggle will not work and the move will whiff through. Remix adds a feature where (most) normals will always juggle, allowing you to extend juggles. Lights always cause a reset. Most specials also have increased juggle potential as well; light versions of specials do not inflict the same air reset state that light normals do.

Get-Up Roll: Remix introduces a wakeup roll mechanic, similar to that of Blazblue or KOF. Holding 2 buttons while rising from a knockdown will cause your character to roll in a direction of your choosing. This is invincible, but has a period of counterhit recovery, so it can be punished if used too often.