Badboy Takuma
Champion
ok, then tell me if char variation is kinda picking a complete different char?
in sf4 you can choose ultras like you want, even if you win. thats not counter picking
ok, then tell me if char variation is kinda picking a complete different char?
In MK they don't have ultras, they add more than one special moves or unique normals in the already existing move set, some of those are pretty game changing.ok, then tell me if char variation is kinda picking a complete different char?
in sf4 you can choose ultras like you want, even if you win. thats not counter picking
I feel like "doing character lock till we know more about variations" is the same as "banning Interactables till we know more about injustice."Have you played the game? Do you know how big (or small) an impact will variations have? We don't know, so making an analogy to other games might not be entirely accurate. For example, Sub-Zero being able to put a clone on a screen may well change match-ups considerably. Likewise, Raiden being able to teleport, might change match-ups considerably. I'd argue this is more significant than changing ultra, but then again, I haven't played the game nor do I know how it works, which is why I'm arguing for character and variation lock and we'll revisit the debate a few months into the game once we start forming a clearer idea about how variations work.
People acting like this is some straightforward issue amuse me. IF it's a straightforward issue, then I'd argue it's only because we should start with a variation lock for the winner.
I feel like "doing character lock till we know more about variations" is the same as "banning Interactables till we know more about injustice."
We didn't ban Interactables when injustice came out so I don't think we should limit the variation piece of MKX. It's new to us so let's not limit it out the gate. In my mind, the only way to fully understand variations is to play with tournament standards that allow more use of them.
Can we also state the facts? These are things we all know to be true (or should know anyway)
-- The only thing we know that changes between variations is specials. This means that walk speed, dash speed, dash distance, run speed, normals, jump arch, air normals and interactable use will all be the same. In injustice these things all make HUGE differences in gameplay. Monumental differences. Multi hitting normals break armor, jumps can get you out of frame traps, air normals have different priority, AAs are a huge game changer (see Aquaman for questions). Specials are only half the issue.
If the winner has to stay in both character AND variation then the loser can counter in 2 different ways. One is the choice of standardized move sets (normals, jump, etc as mentioned above) and the second way is in specials. Because of this extra way to counter pick I feel the rules should be as follows.
Match 1:
Players pick characters and double blind pick variations.
Match 2: (the loser has 2 options)
1) Loser can choose to pick another variation of their first character while winner is locked into the same character and variation.
2) If the loser decides to pick another character, then the winner is now unlocked fom their first variation but is still locked into their character until they lose. Blind pick of variation is still required.
Match 3 and on follow the same rules as above.
If blind pick does not exist, then the winner must always pick their character first. Once the loser picks their character, the winner always picks their variation first.
Stages are always random.
If so I am a dumbassSome normals and strings are added/changed.
Some examples for referenceIf so I am a dumbass
Can anyone else confirm this?
I just skimmed the YouTube videos after.Some examples for reference
Kano's cutthroat variation basically knife strings.
One of scorpions variations adds swords on his air normals.
Khan war god add that weapon and he gets a long range low sweep with it.
Did you see the MKX stream?
I just skimmed the YouTube videos after.
Yeah. Stuff like the last hit in a Sub-Zero string being with a sword, Scorpion's NJP in Ninjitsu with his sword, etc.If so I am a dumbass
Can anyone else confirm this?
So far this is stated correct but its not a drastical add, Scorpion loses his flame uppercut in Ninjutsu but gains a upslash but the animation is still the same only with a sword in hand, Devorah's venomous strings have extended range.If so I am a dumbass
Can anyone else confirm this?
I don't know about this analogy, man. Injustice was made with interactables in mind. As in, the default state of Injustice is with interactables on. Characters were given tools and balanced accordingly (I'm sorry about Nightwing, lol). It would have made no sense to start with interactables off since we didn't know how they would affect things. In other words, if we had kept interactables off, there was no way we could tell how they would impact the game if they were on. However, by allowing them, we kinda got an idea about how things might work if they weren't there, by virtue of seeing how they operated.I feel like "doing character lock till we know more about variations" is the same as "banning Interactables till we know more about injustice."
We didn't ban Interactables when injustice came out so I don't think we should limit the variation piece of MKX. It's new to us so let's not limit it out the gate. In my mind, the only way to fully understand variations is to play with tournament standards that allow more use of them.
Again, I don't agree with comparing MKX to Injustice. They're two separate games. We can't base an argument because of how things would work had this applied to Injustice. Moreover, some of these special moves ie (Ice clone) are game-changers. It might not change walk speeds, jump archs or range on normals, but it sure as hell makes you think twice before dashing in, jumping in, or throwing a long ranged normal. So in a way, that special move is actually impacting the things you mentioned. Plus, one of Sub-Zero's variations gives him a long range sword or something, which gives him increased range on many of his moves, and that sure changes the footsie game.Can we also state the facts? These are things we all know to be true (or should know anyway)
-- The only thing we know that changes between variations is specials. This means that walk speed, dash speed, dash distance, run speed, normals, jump arch, air normals and interactable use will all be the same. In injustice these things all make HUGE differences in gameplay. Monumental differences. Multi hitting normals break armor, jumps can get you out of frame traps, air normals have different priority, AAs are a huge game changer (see Aquaman for questions). Specials are only half the issue.
.
And stop acting like you actually know whether MKX is or isn't different. Have you played the game? Do you know how it works? Do you know just how much variations impact things? Have you seen the full roster and every variation? Have you played different match-ups with different variations and determined just how significant variations are? No, you haven't.Dunno why there's a big debate over this. Other games with similar gameplay change character variations (arcanas in Arcana Heart, moon phases in Melty Blood, ISMs in SF Alpha 3, Grooves in CvS2), let the winner pick their variation. Stop acting like what MKX has is any different from this, it isn't.
That's not true. Lol.I see a lot of arguing saying variations are a "different" character, when all they do is add a special here or there. The normals are still the same.
I'd normally agree but I still think it's healthy to have a debate about this instead of waiting till the game is released and end up with a clusterfuck.This thread is killing brain cells.
Yup now I remember why I left RM.This thread is killing brain cells.
This^Well...even with this info I would prefer it to be as I suggested and that the game is balanced to enhance that type of tournament play.
It seems a waste to have variation lock to me. Then we just have a game with 90 fucking characters.
Scumbag Fly agreeing with his own postThis^
Can you please explain why you think my proposal increases the chance of counterpick-fests compare to locking variations?In MKX, nobody's arguing for one variation per character. Nobody's saying "ban variations" which is why I can't get behind your analogy. I'm simply saying, let's wait till we see how variations work before deciding whether we should allow the winner to change variations or not. If variations turn out not to have a huge effect, you don't risk anything by not allowing the winner to change. However, if they turn out to have a big impact, then you risk counterpicking and counter-variation fests.
No because not all chars have variations, except for Ryu and maybe some others, so the Ryu players would have an advantage if they are allowed to pick variations while the rest of the cast have none of it.@Paul the Octopus
Should Ryu mains be allowed to switch to Evil Ryu after winning? Why/Why Not? Please show your work.
Yup now I remember why I left RM.
Too many people making douchie conclusions
This is an extremely healthy thread and this needs to be discussed and decided on no matter which way it ends up. You are adding nothing but negativity here