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When it comes to the debate over kustom variations in tournament play, the big argument against them I keep seeing is that NRS would never be able to balance the kustom variations. The next biggest argument against kustoms is that players would never be able to train against all of the possible combinations. These arguments break down completely when you change how you think about characters in MK11. So today, let's compare MK11 kustom variations to one of the most popular, long-lasting, kompetitive fighters of all time: MvC3 (and UMvC3).
Released over 8 years ago, MvC3 was one of the main Evo games from 2011-2017. Correct me if I'm wrong, but I don't think any NRS game has been a notable tournament fighter for more than 3, maybe 4 years, tops. UMvC3 contains 50 characters. You can choose any 3 characters to make your team, and you get to choose each character's assist type. So, right off the bat, that's 6 kustomization choices you get to make when creating your team.
The numbers seem to be all over the place, and most don't seem to take into account assists, but it seems that the possible combination of teams is somewhere around 103,776. If that doesn't include variations, then you're looking at closer to 3-million combinations (since 3 assists with 3 options each equals 3^3=27 * 103,776).
So, what does UMvC's system have to do with MK11's characters? Well, when you think about it, a team in UMvC3 is just a collection of moves. Even though you're not using all 3 characters at once, you're still essentially adding new normals and specials to your repertoire. Swapping out a single character or assist in your team can drastically alter your kombo potential, strategy, matchups, setups, and overall gameplan. Almost like swapping out a special move in MK11's kustom variation system...
MK11 currently has 25 characters. Even if every character had 100 unique kustom ability combinations, that's still only 2,500 possible combinations, well below what you can find in UMvC3. The MK11 system is even less flexible due to the variable slot costs of moves and the fact that some moves conflict.
The other thing to consider is that characters in UMvC3 are much more complicated than they are in MK11. Characters have variable health amounts, variable assists, multiple super moves, and synergies with other characters. Some characters, like Phoenix, had extremely unique features that essentially bent the rules of the game. Compare this to MK11's exceptionally limited system of low-key kombos, static 1,000 health for every character, and single FB per character. If NRS can't be expected to balance 2,500 toned-down characters, how can Capcom manage to balance over 100,000 more complex combinations?
The final issue I see brought up is how much of a pain it would be to kustomize your character before a match. Let's look again at UMvC3, where you're free to make every kustomization decision in the character-select screen. It takes just a few seconds to choose 3 characters along with each of their assists. That's 6 choices. In MK11 you just need to pick your character and 3 specials. 4 choices. With a halfway-decent UI, these choices would be super easy; barely an inconvenience.
So there you have it. I'm not the first to make the UMvC3 comparison, but since that argument has been getting ignored and lost in the sea of discussion, I just wanted to lay out all of the details in a new thread. If I'm missing anything or am incorrect in my math, please post corrections. Thanks for reading.
Released over 8 years ago, MvC3 was one of the main Evo games from 2011-2017. Correct me if I'm wrong, but I don't think any NRS game has been a notable tournament fighter for more than 3, maybe 4 years, tops. UMvC3 contains 50 characters. You can choose any 3 characters to make your team, and you get to choose each character's assist type. So, right off the bat, that's 6 kustomization choices you get to make when creating your team.
The numbers seem to be all over the place, and most don't seem to take into account assists, but it seems that the possible combination of teams is somewhere around 103,776. If that doesn't include variations, then you're looking at closer to 3-million combinations (since 3 assists with 3 options each equals 3^3=27 * 103,776).
So, what does UMvC's system have to do with MK11's characters? Well, when you think about it, a team in UMvC3 is just a collection of moves. Even though you're not using all 3 characters at once, you're still essentially adding new normals and specials to your repertoire. Swapping out a single character or assist in your team can drastically alter your kombo potential, strategy, matchups, setups, and overall gameplan. Almost like swapping out a special move in MK11's kustom variation system...
MK11 currently has 25 characters. Even if every character had 100 unique kustom ability combinations, that's still only 2,500 possible combinations, well below what you can find in UMvC3. The MK11 system is even less flexible due to the variable slot costs of moves and the fact that some moves conflict.
The other thing to consider is that characters in UMvC3 are much more complicated than they are in MK11. Characters have variable health amounts, variable assists, multiple super moves, and synergies with other characters. Some characters, like Phoenix, had extremely unique features that essentially bent the rules of the game. Compare this to MK11's exceptionally limited system of low-key kombos, static 1,000 health for every character, and single FB per character. If NRS can't be expected to balance 2,500 toned-down characters, how can Capcom manage to balance over 100,000 more complex combinations?
The final issue I see brought up is how much of a pain it would be to kustomize your character before a match. Let's look again at UMvC3, where you're free to make every kustomization decision in the character-select screen. It takes just a few seconds to choose 3 characters along with each of their assists. That's 6 choices. In MK11 you just need to pick your character and 3 specials. 4 choices. With a halfway-decent UI, these choices would be super easy; barely an inconvenience.
So there you have it. I'm not the first to make the UMvC3 comparison, but since that argument has been getting ignored and lost in the sea of discussion, I just wanted to lay out all of the details in a new thread. If I'm missing anything or am incorrect in my math, please post corrections. Thanks for reading.
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