this is such a hilariously bad argument im surprised it was you who said it. are you kidding?
So, no actual explanation? Got it.
this is such a hilariously bad argument im surprised it was you who said it. are you kidding?
Coming from the king of counter pickers haha. On inj you would button check with one char and if you didnt like the stage you would go back and pick a dif char in hopes to get a better stage hahahahIn Street Fighter they only do character lock. You can change your Ultra whether you won or lost.
In my opinion Ultra's are the same as Variations as far as character individuality.
If you're asking me personally, No, they shouldn't. I don't think the winner should get to change anything that could alter the matchup in any way even a miniscule amount. You won one way, you have to defend that win the same way.Should characters in Injustice be allowed to switch their supers after winning? Why/Why not?
The semantics of how its done is irrelevant. Competitive Melee requires you to literally turn half the game off, reduces the stage selection by half and have a gentleman's agreement on several other things that could still potentially happen. Every other scene has resetting cabs / consoles, putting in codes, banning characters and moves, and whatever else it takes to uphold the rules for decades, so the notion that in game restrictions / allowances are some iron clad rule is counter productive. If we base our rules solely on what the game allows then every MK ever has allowed winner to completely reselect everything. Does anyone think that's okay?The answer is they should not, and more importantly they cannot, because it isn't in the game and therefore its a silly argument to have. There isn't an ultra select system in injustice and there isn't a variation system in SF4. There might be Ryu and Evil ryu but there also isn't a Guile and Evil Guile either so its a completely nonsensical point.
I don't know I just thought you'd like the comment that I tagged you about lol.????
It's obvious you have never played sf4. Some ultra greatly change the match up. Some can instantly shut down any fireball from a certain range, making that ultra key in match ups versus zoning characters. Other ultras only hit in the air, forcing the opponent to fight in the ground. Imagine denying batman his J2 or hawkgirls entire game, that is a big change.Seriously Ultra's are nothing like variations. Variations change a character's mechanics drastically, all the way around. Ultra's are just bullshit you use when you have enough meter.
Is this directed at me? To be clear, no where have I said this game will be a counterpick fest. My point is - for whatever degree of counter picking exists, allowing variation changes should result in the same or less counter picking (except for the situation I later noted).The idea that this game will turn into a counter pick fest because of variations doesn't hold any water. We have zero evidence that variations are of a "rock paper scissors" nature, where one variation will 7-3 this while another will get 3-7'd, based strictly on the zoner, rushdown, counterzoner archetypes, where zoner > rushdown, counterzoner > zoner, rushdown > counterzoner, etc, etc. It's not going to be like that. It's evident the base character determines alot, and while variations may alleviate problems, they may be more adjusting the sails on the ship rather than turning the tides of the ocean.
As for "this will reduce counterpicking"
This anticipation doesn't work. Assuming variations DO work as easy counterpicks for any situation- thus enabling even the fiercest character specialists to counter pick with a new variation- this will not allow someone who is losing to counter their way to victory. It doesn't work mathematically
My game theory formulation
Each players has 3 variations, one that goes 5-5 with everything, and two others, that go either 7-3 or 3-7 with the two other variations of the other player. Basically, each player can voluntarily make it 5-5, or they can counter, though counter leaves them open to be countered back the next round.
1) First round, both are blind pick, so both players will go for their most balanced variation, guaranteeing a 5-5 as to not risk a bad matchup. So long as at least one palyer doesn't defect, it is 5-5/
2) Player A defeats player B in the first round of a 5-5 matchup, therefore the most skilled player won.
3) Player B defects and counter picks because they lost, and chooses a proper counter
4) Player A is locked in place, unable to do anything about the counter
5) Player B defeats player A.
6) Player A is now able to counter-counter-pick while player B is locked in
7) Player A wins.
Even with variation locked on both sides, counter picking doesn't have any effectiveness so long as the ability to counter is equal on all sides. the player who is able to win 5-5 matchups will still overcome the player who can only win when the matchup is in their favor.
And all this is still ASSUMING the "rock paper scissors" counter picking scenario that everyone else is assuming from variations for some reason. I don't think it will even come to this. Injustice with its very diverse roster still has many characters that have a large abundance of 5-5 matchups. It's possible for characters to be very different without changing the odds of the match.
We are talking about variations not so much stages lolRules, rules, rules.
Man, for people not wanting to complicate things... some of you really are fucking complicating things.
How about I pick my character, you pick your character, the game picks the stage?
Too many steps?
This is not true. Some variants do change the normals. Look at Scorpion weopon vs demon. Range of normals is different and some are unique to the variant.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.
Ultra Doesn't change drastically how the character plays but adds a different layer to the character options, which means, something you will do will be more susceptible to get punished by it now, which is taken in consideration.Seriously Ultra's are nothing like variations. Variations change a character's mechanics drastically, all the way around. Ultra's are just bullshit you use when you have enough meter.
switching variation even when the opponent loses is counter pickingchar lock for whole tournament but freedom to choose variations anytime.
i love how players like daigo wins evo just using one main char the whole tournament.
stick with your main char and have the balls to face bad mu,s
believe in your mainchar and don't counter-pick like a bitch!
:--P
have you already played mkx?switching variation even when the opponent loses is counter picking
Yes I have, quite a bit because of my friend who loves it. It still is bullshit. I'm sorry. Comparing it to variations is comparing apples to fucking oranges. Read.It's obvious you have never played sf4. Some ultra greatly change the match up. Some can instantly shut down any fireball from a certain range, making that ultra key in match ups versus zoning characters. Other ultras only hit in the air, forcing the opponent to fight in the ground. Imagine denying batman his J2 or hawkgirls entire game, that is a big change.
You don't need to play the game to know that Variation Picking is a form of counterpicking, not that counterpicking is bad mind you.have you already played mkx?
No, not directed at you. Just a general notion I'm picking up from everyone.Is this directed at me? To be clear, no where have I said this game will be a counterpick fest. My point is - for whatever degree of counter picking exists, allowing variation changes should result in the same or less counter picking (except for the situation I later noted).
A couple comments on your game theory example
- Yes, you are right that the better player will still win the set most of the time under variation lock. In your scenario, the victor of game one wins the entire set, as the remaining matches are determined by character selection.
- By allowing the winner to change variation and mitigate counter picking in certain scenarios (in step 4 perhaps he can change a 3-7 to a 4-6 by switching variation), you make it more likely that subsequent games are competitive and not simply determined by character selection. This is both more interesting and rewards player skill.
- I think what you are missing is the fact that player performance can vary. No one plays to their full potential every game and if you play a set where only game one matters, you increase the likelihood of flukey outcomes.
Do you agree?
have you already played mkx?
my argument was "char lock for tournaments" at least variation picking could help bad mu,sYou don't need to play the game to know that Variation Picking is a form of counterpicking, not that counterpicking is bad mind you.
Yeah, I know. And it's ridiculous. I'm seeing rules that look like 5 pages of iTunes Terms & Conditions just for how you pick a goddamn character. Over-complications under the guise of trying to keep things simple.We are talking about variations not so much stages lol
that would be crazy sweet to try on a tournament, but i don't think this should be standard, but would be hella deep if true characters masters would be on a tournament switching only variations instead of play 1 variation per charactermy argument was "char lock for tournaments" at least variation picking could help bad mu,s
for me that's not really counter-picking.