Amplified$hotz
I like Tekken 8
600th post hol dat!
Ultra allows a switch on character switch.Variation lock. its like marvel with assists or SF with Ultra1/2.
I just read this in Toms voice.You guys have to understand...
Counter picking is part of fighters, always has been. The loser is making their pick based on what they know MUST be on the screen. The loser already knows full well that they risk their counter pick not being able to win the last game vs the winners final pick. Either way, the winner already has a big advantage by winning the first game. Trying to avoid counter picking by allowing the winner to counter the losers counter gives the winner an even bigger advantage. You also still don't lesson the counter picking, you just changed it so that now both guys are sitting there looking to counter pick. The loser is guessing which variation the winner may switch to, and the winner is guessing which variation based on who they think the loser may use.
Variation lock, final answer!!
NO! This is completely wrong. Characters in SF have ultra once or twice per round... And just having it changes the matchup. You don't need to land it to make it change how your opponent plays. Abel or Chun with ultra 1 makes throwing fireballs extremely risky.Like @Compbros said ultras are once maybe twice a match and you actually have to land it to be effctive not like these variations
I think it's clear you want the best for the game and you seem like you are willing to listen to reason. Please consider this example/line of reasoning - it's fine if you ultimately disagree but please be open and consider it.You guys have to understand...
Counter picking is part of fighters, always has been. The loser is making their pick based on what they know MUST be on the screen. The loser already knows full well that they risk their counter pick not being able to win the last game vs the winners final pick. Either way, the winner already has a big advantage by winning the first game. Trying to avoid counter picking by allowing the winner to counter the losers counter gives the winner an even bigger advantage. You also still don't lesson the counter picking, you just changed it so that now both guys are sitting there looking to counter pick. The loser is guessing which variation the winner may switch to, and the winner is guessing which variation based on who they think the loser may use.
Variation lock, final answer!!
Honest question, did Japanese players start with variation unlock earlier in the games life or was it changed at a later time?Melty was at EVO & both games were really populuar with a consistent & strong scene in America for their time & while they've dropped out a bit they get more consistent numbers than NRS games after their time has passed. Note I'm only counting America & not how strong the scenes still are in Japan. Please stay ignorant.
It is still a discussion because there is a game .... with the same premise of variations.... that doesn't do what your'e describing.How is this still a discussion? Variation lock. Done. You're already at an advantage as a winner, you are a game up and you have the final counter as is. With letting the winner switch variations you're eliminated what the character switch does for the loser, which is give him that one moment to adjust. He is already on the back foot, he is already switching strategies, he already abandoned the initial plan.
Most fighters are doing assist lock and variation lock. It's the standard. Why would we deviate? Like I said, look at UMvC. One of the longest running Evo games. You can't switch team order, you can't switch team assist. You roll with what got you there, you're already on the front foot.
Started lock, ended up getting changed to being able to switch after JP players saw it benefitted the meta & how much fun the game was. They pushed for it so hard the devs made it so you could switch variations in later versions of the game.Honest question, did Japanese players start with variation unlock earlier in the games life or was it changed at a later time?
By the way, sucks that CB is in IL. I would have loved to offer my body to sciencias
But hey... we want to reinvent the wheel.Started lock, ended up getting changed to being able to switch after JP players saw it benefitted the meta & how much fun the game was. They pushed for it so hard the devs made it so you could switch variations in later versions of the game.
That's obvious as it is a completely different set.If you reset the bracket it should be fair to choose another variation...
Resetting the bracket means both players can pick their character as it's a new set.If you reset the bracket it should be fair to choose another variation...
Thanks didn't know that.Ultra allows a switch on character switch.
If as you said we must treat each variation as a unique character then the winner has just 2 chars at his disposal to "counterpick" whatever variation the loser choose from a total of 90. I mean is not like the winner has every single variation at his hands just 2 from 90. If you keep variation lock it increase the chances of the loser by a great margin because he now has 90 variations at his disposal instead of the 30 in MK9; the chances of finding a 7-3 or even an 8-2 matchup in his favor are a lot bigger (x3). So this could happen: the loser now wins the second match with a great margin and then the third match is taken by the first match winner, again with a great margin....Trying to avoid counter picking by allowing the winner to counter the losers counter gives the winner an even bigger advantage. You also still don't lesson the counter picking, you just changed it so that now both guys are sitting there looking to counter pick. The loser is guessing which variation the winner may switch to, and the winner is guessing which variation based on who they think the loser may use.
Because "counter picking has just always been a part of fighting games". It's some sacred, mysterious art form that has existed for eons, and any attempt to revisit it is sacrilege, even if new games come out with systems designed specifically to counter it. It's an ancient tradition from a dark time when games only had one variation per character, and as we all know, you should never, under any circumstances, update an ancient tradition for the modern world.Maybe im just not up to speed, but I thought rules were just both players pick a character and see who wins..Why does it need to be more complicated than that?
To put it in a less sarcastic way, @Montanx, fighting games have had counterpicking since the start, but some games in recent history are attempting to introduce systems that encourage regulation of counterpicking, like with Melty Blood and Arcana Heart. Mortal Kombat X falls into this boat as well. There's nothing but benefits from it, but a largely traditional crowd doesn't feel like it's right.Because "counter picking has just always been a part of fighting games". It's some sacred, mysterious art form that has existed for eons, and any attempt to revisit it is sacrilege, even if new games come out with systems designed specifically to counter it. It's an ancient tradition from a dark time when games only had one variation per character, and as we all know, you should never, under any circumstances, update an ancient tradition for the modern world.
Who's being sarcastic? I've converted. I'm now a full-fledged member of the Cult of Counterpick. Hail Satan!To put it in a less sarcastic way...
Ok I see that. I personally think it should be no more complicated than "Best of 3 matches, after each match you can pick whoever you want.". BUT, that may lead to an annoying game of "we are both going to sit here not picking because I want to see who he picks so I can counterpick." and having both players just stall like morons.To put it in a less sarcastic way, @Montanx, fighting games have had counterpicking since the start, but some games in recent history are attempting to introduce systems that encourage regulation of counterpicking, like with Melty Blood and Arcana Heart. Mortal Kombat X falls into this boat as well. There's nothing but benefits from it, but a largely traditional crowd doesn't feel like it's right.
In all honesty, I stopped replying to the thread because of that. Realistically, the benefits won't start to really shine until a little later into the game's life cycle, but even then, it still encourages players to stick with a character and refine their play with each of the variations to suit their needs for matchups.
bro you need to chill this is a discussion not a end all be all and honestly i think it should be ran like cvs 2 in that game winner didn't get to change anything the whole point of the three variations is to basically make your pick a counter pick if one of the variations is good against there type. example would be kotal blood omen is ass against kano's commando but his other is really good at making the match up even or in his favor why should the loser have to deal with a possible oh i know this beats his but he wants to change that will only drag out the set in the long runThat's obvious as it is a completely different set.