Can you answer my question on why we should use MB and AH rules? Are they not completely different games then MKX? Yes the mechanic itself is the same but does that mean variations will affect matchups just like moon styles?
Because moon phase/arcana amount to the same thing as variations. They can turn a bad match up into an even or even a good one.
This actually
minimizes the effect of counter picking. Why you may ask? Because first, it allows a player who was counter picked to hopefully switch to a different variation that doesn't fail as hard in that match up. Second, it actually discourages players from doing hard counter picks since there's a chance that the opposing character has a variation that counters your counter.
Of course, this will probably change depending on certain match ups, and certain characters may have true hard counters in their variations for certain match ups, while others won't. That said, this means that players will be forced to consider more things, and possibly learn more characters and variations in the long run.
As for why we don't just remove character lock at all to mitigate counter picking, it's because that doesn't really take counter picking out as both players are now free to wait for their opponent (as they are in the initial pick) to counter pick.
P.S. I didnt play cvsnk2. But he said all games with this type of mechanic ran one way and that wasnt true. Grooves are still the same concept, team aspect or not.
Because in practice, CvS2 didn't really have grooves. Most everyone picked A-Groove because the game, at high levels became about being able to roll-cancel everything (hence needing a groove with roll) and then being able to convert into custom combos (hence needing a groove with it). Sure, you could run C or N grooves, but you'd still loose out on custom combos. So at the end of the day, it was A groove or bust.