There is a difference between picking a character with options to counter an opponent.
And picking a character you the player specificially designed to have every possible answer to what your opponent could possibly do and no deficiencies.
That would result in whoever loses just picking the ultimate answer variation every time and it would go back and forth with no skill based deviation
Ok ok I think you're giving a lot of importance to things that aren't that big.
Let's see what Subbie can do for example:
- A toned down klone that doesn't let you pick any other options.
- Enhancing a core move (Iceball) with an effect he had as a core feature in every variation in MKX at the cost of 2 slots so you can't get a lot of diversity.
- A very slow ground freeze that needs 2 slots.
- A forward charge that replaces his Slide and the projectile dodging utility it provides.
- A couple of projectiles, one with big hitbox another with decent chip damage.
- An air projectile.
- A move to reliable cancel on block.
- An air carry that needs a bar to combo and with frozen effect damage scaling probably won't add that much damage.
Now as you can see some of them bring utility for match ups, but nothing here says "oohhh Im going to f** you over mercilessly and you can't do s** about it". It's not like these moves make you godmode or anything.
For example a combination I want to try is the ice spikes for reliable block cancels, the chip projectile and the air projectile. How does that make me too strong?