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Automatic Character Striking

When Automatic Character Striking is used for a 1v1 playlist, before queuing into the matchmaking system the player selects 3 characters on the Character Select Screen. When players are paired in the matchmaking system, an automatic character striking system takes place which removes two of the opponent's character selections. The game is played with the characters remaining after the striking occurs.

The Automatic Character Striking uses each player's Strike List to determine which characters to strike. A Strike List is a new online setting which has characters listed on it, which are the characters the player does not want to play against. A Strike List can have up to 10% of the roster on it, rounded down to the nearest whole number.

The automatic striking system looks at the opponent's Fighter selections in the order they were picked.

  • If the first selected character is not on the Strike List, that is the character used.
  • If the first character appears on the strike list but the second character does not, then the second character is used.
  • If the first and second characters appear on the strike list, but the third character does not, then the third character is used.
  • If all the opponents characters appear on the strike list, the system will strike the two characters that appear higher up on the strike list.

Why It Matters

Historically, we know that certain characters can cause players to get very frustrated, to the point of not wanting to play the game anymore. The characters that cause this frustration aren't the same for everyone and this lets the player choose.

Automatic Character Striking gives both players a better chance of having fun in every match they play. It does mean each player is encouraged to have 3 "mains", which is good anyway for a game with a large roster and a Tag Team 3v3 mode. It will help keep 1v1 fresh.

Automatic Character Striking occurs before the players even know who they are playing against. It happens behind the scenes during the loading and connection process.