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Ideas for variations for any character(currently not on the roster)

Slymind

Warrior
Just for fun, regardless if the character most likely won't make it as future DLC, or if there is even going to be more DLC(although that's quite likely), it can be for any character of your choice that is part of the MK verse that featured in any of the past games.

Baraka:
Impaler
: Gain new specials using his blades that consists of good ranged pokes, good for controlling the space, making him a threat from a relatively safe range.

Berseker: Can activate beserker mode for a few seconds that increase his damage while decreasing his defense, but damage increase > defense decrease, it has a cooldown. Risk/Reward variation.

Loyalist: Gains blade parry(low and high), and a new command grab using his blades. More defensive/anti-rushdown type.

Havik:
Chaos Clerig
: Can conjure up to 2 chaos sigils on the stage, you can choose the distances, if he steps on a sigil, his health starts regenerating and he can teleport/switch places to the other sigil.

Distorted: Can activate distortion for a few seconds, the player(Havik's) directionals gets reversed, but he gets a damage boost in the process, has a cooldown.

Twisted: Enhances some of his specials moves(the ones where he twists his limbs).

This is nothing more than a thread to throw some ideas, and it's not in any way a direct suggestion to actually be part the game, so if possible keep the balance discussion out.
 

BlackViper415

TYM's Head Herpetologist
Mokap
Illuminator: The light orbs on Mokap's body glow a light blue color instead of their normal white. He can either cast out these orbs as a low trap, or spin them around his body to restand the opponent. Reset heavy variation.

Jeet Kune Do: A blackbelt appears on mokap and he gains many moves based on the movies of Bruce Lee, which he learned his martial arts from. These increase his damage and mobility.

Andy Serkis: Mokap's face is replaced with that of Andy Serkis. He gains a move similar to Shang Tsung's Soul Steal that allows him to become anybody.
 

WATCHD0G

Kombatant
FUUJIN

Avatar Aang: gains wind aura that reduces projectile damage....physically gets arrows on his head and limbs

Storm: gains the ability to plant tornadoes......Physically gets a tan.

Monkey king: gains a staf that lets him fire wind projectiles......physically gains a Staff and has monkey-like features.
 

YoloRoll1stHit

Publicly Educated
I wrote this before
DLC: Catwoman
Sharp claws: She has a whole bunch of claw based string as well as good cat dash and cat claw launchers
Whipsie: She use long range whip in her normal and special attacks (up whip, low whip, air whip.....)
Kitty thief: She steals batman's stuff, throwing batarangs, mechanical bats, grapples, bombs.... at people
 

Harlequin969

Always press buttons
Smoke generic specials -Teleport, Shuriken, and Air Throw. All of his normals would be fast but he'd have a low damage output.

Lin Kuei - Focuses on ninja shit so he'd have more weapon based moves. Get his spear from UMK3 back but a different property to make it unique from Takeda and Scorpion. This or the Shurikan has new properties. A normal one and then an explosive trap one. It does decent damage on hit but can be thrown on the ground like a cyrax bomb to extend combos (only when EXed). Limited to only one per combo and won't have the resets.

Enera - Focuses on smoke based moves. So the smoke projectile from MK9 (replaces his shruiken), his vibration that lets him go through projectiles and the smoke dash thing. Also invsibility that would be a damage buff when EXed. Teleport gains a new property becoming a ground uppercut, similar to Sektor's TP from MK9 that can combo.

Noob - This is the fun one. It'll be a stance switch where he switches back and forth between himself and Noob Saibot. All of his special moves gain the shadow like property and allow for new combos. However stance switching will be essential to the point where he has to switch mid combo to continue it and get big damage. The Smoke version would be similar to variationless smoke while the Noob version would have slower normals but a good chunk of his specials can launch.
 
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Zatoichi

Fabulous Goofball
Shang Tsung:

UNIVERSAL: Skull, Up Skull, Ground Skull, Mysterious Magic( a low-hitting slide which can be MB'd to do an overhead juggle, can do this on block), and Soul Steal(Transforms Shang into the opponent, Grants enhanced damage on hit, and enhanced Soul Steal has a point of armor, and transformation lasts longer.)

MASTER OF STYLES: Gains various animal stances, Snake, Crane, Mantis, and Tiger. Each has different benefits such a armor, low profiling, counters, etc. Like Lei WuLong except Shang Tsung stays in the stance when he blocks. Loses ground Skull, Up Skull, and Soul Steal.

SOUL-TAKER: Enhances Soul Steal. Soul Steal grants health on hit(4%), enhanced version stuns opponent for combo and grants more health on hit(7%). Normal throw grants 3% health on hit.

SOULFIRE: Enhances Skull attacks, doing slightly more damage and hitting for two hits. Gains Hot Escape(Teleport, works like Freddy's from MK9)
 
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SaltShaker

In Zoning We Trust
Two of the most popular characters of all time using the variation system to the fullest.

Noob-Smoke.

Variation 1: Noob commands in charge.

Variation 2: Smoke commands in charge.

Variation 3: High learning curve mix of the two with mixed move properties.

With MKX, a variation system, and sales as the driving point, I have no idea what NRS was thinking by not including two of their most popular cash making characters in a win/win situation.
 

skater11

The saltiest
Nightwolf
Variation#1
-Gains tomahawk strings and bow enhancements. Bow arrows hit mid and can be cancelled into a second arrow command for a true block string(second arrow can be RC'd and delayed). Tomahawk/bow has 3 glowing stages, 3rd being the best, glowing stages work by landing a string that ends in shoulder charge.

Variation#2
-Gains wolf morphing strings that do zero chip but are longer than usual(around 10 button string), costs half stamina bar, but builds meter. Slightly Heals Nightwolf depending on where you stagger, entire string=max life heal. If done as a juggle, it boosts nightwolf's overall speed for a few seconds(MKX seconds).
-not meter dependent

Variation #3
Zoning variation: nightwolf gains the blue beam shit he uses on that one umk3 fatality. can "setup" tomahawks on the ground that burst into the "blue shit" as nightwolf rises his hand during startup frames. EX blue shit, Out & active for much longer, Nightwolf can hide behind the blue shit while its active to do a slow startup move while the opponent not knowing(thunder launcher more viable).
Gains his ol'shoulder charge, Cancellable for the cost of stamina. Arrows cause a bleed effect.

Universal moves/strings:all share a 3 button string that has the shoulder charge animation. Safe on block, pushback. Can be done even as a whiffed string(like erron black's gunshots mid strings). All share the mk9 unblockable but slow as hell lightning/thunder launcher.
 
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tatterbug4

Bug of tater's
Cyrax

Variation 1
Gains a flash bang that can blind the opponent causing them to be stunned for combos/resets
And some extra strings.


Bombardier
Basically classic cyrax with normal unblockable grenades
And gains his plasma net
Gains special grenade strings like kano cybernetic

Pyrax (lol)
Gains incendiary grenade that explodes and acts like EB caltrops
Also gains a flamethrower for standing resets.
(has a hard time getting combos because he doesn't have a special launcher)



All variations have Teleport, AA grab and hard knock down strings and a few strings for non meter dmg.
 

Pterodactyl

Plus on block.
These never really amount to anything but they're fun I guess...

Meat:




Universal
-Bloody Leg Slide(from MKA): He slides forward propelled by his surplus of dripping blood, kicking the feet right from under his opponent.
-Flesh Teleport(From MKA): Meat falls backwards and explodes into a gory mess, then reforms in a pool of blood behind his opponent.
-Mutilator: A chain command grab in which meat punches the opponent in the gut, lifts them over his head, slams them into the ground face first, and finishes with an elbow drop.

Abomination
-Super Mutilator: Meat chains different enders to his command grab that provide different effects.
-Elbow Drop: In air only. Meat falls fast for an overhead elbow drop.
-Gory Drop Kick: Mean slides forward before delivering a big drop kick. Cancellable.



Putrid:

-Cleavers(from MKA): An innate ability, meat uses a pair of large cleavers for new strings and attacks. Cleaver attacks do a small amount of DoT.
-Putrid Protection: Meat temporarily secrets a layer of foul smelling goop and causes him to do DoT to the opponent when near.
-Deep Cut: Meat does a barrage of chopping attacks with his cleavers.
-Leaping Chop: Meat leaps forward for an overhead chop. Pops up when MB'd.
-Cleaver Toss: Meat tosses a cleaver into the opponent. Will do DoT until meat does another cleaver based attack.



Bloody:

-Lubrication: An innate ability, doing an attack or blocking out of a dash or run causes meat to slide forward on his blood a bit allowing him to advance or retreat while guarding and also allows for better rushdown. being attacked, blocking or not, stops all momentum.
-Sickening Slime: Meat secrets a dark liquid that temporarily allows him to take reduced damage and increases his movement speed slightly.
-Blood Puddle: Meat shoots out blood to create a puddle on a small area of the stage, if an opponent goes over the puddle they be interrupted in whatever they were doing and go into a slipping animation which automatically puts them into a state of hard knockdown. Deals low or no damage. Going over it with meat will add to his sliding momentum when attacking or blocking.
 

supernumian

Triborg Enthusiast
I love thread like this.
I can't still believe that NRS cut all of my MK9 main in MKX, so, dreams are my only solace.

Sektor

Universal:

- Teleport: classic uppercut teleport
- Rocket: straight rocket projectile
- Flamethrower: classic flamethrower move

Variation 1 (Seek and Destroy):
This is all about his rockets with zoning and dirty setup and he gains different type of them.
- Rocket can be delayed and canceled, similar to HQT Predator and he can control the direction of the rocket to straight/up/down like Jax's Bazooka.
- He gains Up rocket that hit overhead and he can choose the point of impact on the screen like MK9's.
- EX Rocket became the infamous "Target Acquired" move.
- EX Up Rocket can be dalayed and comes very fast to allow some setups.
- EX Rocket, when delayed, cause a ground bounce when hit with up rocket and a low bounce when hit with the low rocket.
- EX Rocket and Up Rocket can be meter burned to cause an unlockable explosion.

Variation 2 (Paradox):
This variation enhanced the properties of his teleport to allow better positioning.
- Teleport can be neutral using stamina (like Scorpion) and can be controlled to go overhead/normal (similar to MMH from Injustice).
- He can Teleport back and forward similar to Akuma/Smoke.
- EX Teleport has armor and is safe on block. EX Teleport back/forward can phase through the opponent.

Variation 3 (Cyber Ninja):
Rushdown variation that gain new strings with his Pulse Blade. He now has better footsies with his blade and he could rush with a new dash move using his "Iron Man-style" repulsor. EX version of this move travel full screen and has armor.
 

STRYKIE

Are ya' ready for MK11 kids?!
Okay, look, don't get me wrong, I always thought Kabal was a total goofball from his very first inception in MK3, but I genuinely think the variation system both would've kept him in regulation (his tools would be split up into 3 different archetypes, MK9 problem automatically solved?) and proposed some really interesting ideas.

Kabal:

Universal moves

Nomad Dash (no cancel, no armor)
Saw Blades (still hit low, unsafe)
Generally average speed normals with poor range

Racing Nomad
Rushdown based variation/slightly anti-zoning based variation.

Gains his Nomad Dash Cancel to allow for his traditional pressure from MK9, would be tied to the stamina system in line with other cancels. Would allow some strings to be slightly plus on block.

But we've already seen this before?

Alright, how about at the cost of full stamina, he can dash cancel behind you aswell?

Eviscerator
Footsies based variation.

Gains his hookswords, gives him new normals with better range/reach/safety.

Gives him his overhead Tornado Slam from MK9. EX version is an armored launcher, both versions are unsafe on block.

Has ability to impale his hookswords for life drain, Outlaw Erron style. EX version causes permanent impale until round ends (but also loses any move that utilizes the hookswords, including the overhead)

Gas Cannon (a play on the term "Glass Cannon")
Zoning based variation.

Gains his gas blasts, EX standing version hits mid. All versions do 5% damage and less than 1.5% on block.

Has the ability to break his respirator for uncompressed gas blasts with a major damage boost. 12% on hit, 5% on block.

The trade off? Well... he just broke his damn respirator. Life will tick down 1% at Cutthroat Kano's damage buff rate, permanently, until the round ends.
 
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SaSSolino

Soul Stealing Loyalist
Shang Tsung:

UNIVERSAL: Skull, Up Skull, Ground Skull, and Mysterious Magic( a low-hitting attack which can be MB'd to do an overhead juggle, can do this on block)

MASTER OF STYLES: Gains various animal stances, Snake, Crane, Mantis, and Tiger. Each has different benefits such a armor, low profiling, counters, etc. Like Lei WuLong except Shang Tsung stays in the stance when he blocks. Loses ground Skull and Up Skull.

SOUL-TAKER: Gains Soul Steal, grants enhanced damage on hit. Enhanced version grants one point of armor, lasts longer and stuns opponent for combo.

SOULFIRE: Enhances Skull attacks, doing slightly more damage and hitting for two hits. Gains Hot Escape(Teleport, works like Freddy's)

I think that the soul steal should be universal, perhaps better in one variation. just think about impostor shinnok stealing the soul steal... please make it happen!

edit: perhaps he can get up skulls and down skulls instead of master of styles.
 

DelSchokoladenSaft

Can of Corn Main
This is a tall order indeed. He tecnically is in the game-if only as a cameo. The Cho has a lot of competition from the smokes and sareenas of this world. The noobs and barakas. I see him to have a varied moveset like anyone else.

Bo' Rai Cho's special moves:
Vomit Puddle- Bo' vomits, causing the opponent to lose balance, leading to combo starting or extending.​
Belly Bash- Lunges stomach first, causing damage. A combo ender that works from mid-screen.
Staff Upraise- He smacks his opponent's head, creating juggle potential.
Staff Smack- He smacks the opponent's jaw, strong combo ender, but unsafe.
Staff Swipe- He trips the opponent with this one, combo ender.​
(Vendor)
He is widely known to purvey alchol, why stop there? In this variation, he uses multiple drinks to buff himself and nerf the opponent.​
Energy+- This is an enegy drink that speeds him up for a few moments.
Outworld 'Shine- A nasty alcohol substitue that leaves him feeling like a superhero; he takes reduced damage for a short time.
Mean Protein- A protein shake manlier than Tremor's chest cracks. He gets a hit of armor when consumed.
Funky Cola- A delicious and nutrious soda! Gets a small percentage of health back.
Projectile Vomit- He shoots out vomit for some damage, replaces Vomit Puddle.​
These buffs and debuffs can individually stack onto itself or each other (at a reduced threshold, of course).
Drinking three elixirs will cause Bo' to projectile vomit.

(Overweight)
The Cho is ton of fun and he uses it to his advantage in this variation.​
Air Belly Bash- Similar to the ground version, it's just an overhead Belly Bash.
Belly Buster- It's a command grab that forces his weight on the opponent as they get smushed betwwen Bo' and the ground.
Falling Suplex- Another command grab that hoists the opponent upside down before slamming their back onto the ground.
Sumo Stomp- An unblockable low that can potentially chain.
(Drunkard)
Let's face it, this borracho needs to get some help from AA, but he is the origin of Drunken Fist Kung Fu.
He just forgot his staff at the brewery (Bo' loses all staff based attacks).
Monkey Flips- This ape somersaults forward twice as a combo ender or can be special cancelled.
Bulldog- He runs, jumps and can flatten either the opponents face or the back of the head.
Hazy Kounter- A parry that defends against lows and highs.
Rolling Springboard- He rolls forward and as he faces toward the sky, he forces all of his energy into his legs, propelling the opponents jaw to the Stratasphere.
Dropkick- Just your run of the mill dropkick, useable at midrange; that can cancel into either a Toe Stomp, or Crescent Moon Kick. (The first is a low while the second is an overhead.)
Bo' Rai Cho is my favorite MK character, I just want him to be in my favorite MK game
Sorry for my last two posts being novellas. I've had time to think it over, and the condiments could be separate characters. Here's Sektor's.
Sektor's general special moves:​
Down Rocket-A rocket that comes from the sky. Can be aimed both ahead and behind the opponent. Enhance to home.
Forward Rocket-A standard projectile. Enhance it for more damage and a hard knock down.
Digital Punch-His signature teleport uppercut. Meter Burn to add a pop up.
Rocketeer​
Low Rocket-A projectile that hits the opponent low. Can also be aimed both ahead and behind. Enhance to pop up.
Behind Rocket-A Forward Rocket that shoots behind. Isn't discernable from the Down Rocket. Enhance to change direction.
Air Rocket-A Forward Rocket performed in the air.
Firestarter​
Afterburner-His famous flamethrower, capable of bunrning enemies from mid screen. Enhance to reach a little further and for more damage.
Fuel Leak-He drops some fuel from his flamethrower, allowing for the opponent to be soaked in the liquid. This allows for more damage with the Afterburner. Enhance to make them trip and take more damage from the flamethrower.
Fire Rocket-He inputs a code to allow for rockets to be incendiary; does less damage initially, but burns the victim for lingering damage. Wears off after some time. Enhance to last longer.
Shifu-
He's the leader of the Tekunin.​
Shock Strike-A punch to the gut that disables the victim for combo extension. Enhance for longer window.
Leg Lift-A set of moves to confuse the opponent. Cannot be enhanced or meter burned.
I hope you guys can see what I'm seeing.​
 

Zatoichi

Fabulous Goofball
I think that the soul steal should be universal, perhaps better in one variation. just think about impostor shinnok stealing the soul steal... please make it happen!

edit: perhaps he can get up skulls and down skulls instead of master of styles.

Shang Tsung already has Skull(Shoots horizontally), Up Skull(Shoots up, then down), and Ground Skull(Shoots up) as universal moves, he just loses Up and Ground skull in Master of Styles. He also has mysterious magic as a universal move, that is what Shinnok steals from Shang. I suppose I can make Soul Steal a universal move, but he'd lose it in MoS. EX Soul Steal will lose the combo potential in Soulfire too, but would still be very + on hit. I'd also have to make Soul Taker better now, so how about Shang Tsung gains a small about of health back for each Skull Attack and Soul Steal that hits in the Soul Taker Variation?
 

Gesture Required Ahead

Get on that hook
Shujinko:

Earthrealm's Champion:
Gains Spear, Iceball, Electric Fly, Force Lift, and Bicycle Kick

Damashi's Gift:
Gains Soul Steal. He temporarily transforms into the opponent character. Gets damage increase on regular and also gets Damage reduction on EN.

Old Fool:
Gains Dan Tien Dao-based Normal Moves and Special Moves.

Ehh...not going into too much detail of his moves but here are some ideas:

Universal:
Mantis Style B2 Launcher returns. Hits OH
Has a fast High, Mid, Low string that can be special cancelled
Special: "Shaolin Fist" short-ranged Dash Punch that causes a splat (soft) knockdown. Hits high
  • EN, "Shaolin Fire" has armor, hits mid and launches for a combo follow-up
Special: "Sliding Grab" Hits low, switches side, hard knockdown
  • EN, "Sliding Slam", Faster start-up, has armor, doesn't switch sides, hits twice so does more damage, hard knockdown

Earthrealm's Champion:
Spear and Iceball can be used in the same combo.
Bicycle Kick acts like the Dragon's Fire variant.
Force Lift acts like the Mystic variant.

Old Fool:
B2 now is a Dan Tien Dao move. Long ranged. Still hits Overhead but doesn't launch. Can be special cancelled
Gains a F2 long-ranged normal that's a fast high-hitting poke with good block advantage and recovery
Sweep becomes a Dan Tien Dao move. Has long range
Gets a high damage starter Mid, Mid, Mid string. Has average start-up, safe, doesn't launch but can be special cancelled
Special: "Triple Slice" 3-hitting mid move. Spins Dan Tien Dao in front of him. Safe only at max range. Has small pushback.
  • EN, "Fury Slice" last hit of the 3 hits Overhead, loses the pushback, launches for a combo follow-up
Special: "Blade Spin" hits mid, moves Shujinko backwards
  • EN, "Spin Push" has armor, faster start-up, adds pushback


Summary:
Shujinko's core gameplay is footsies with some offensive potential.

Earthrealm's Champion Gives him a standing reset, multiple launching specials, a fast advancing armored Special and a safe advancing Special.

Damashi's Gift gives him a zoning tool with Soul Steal and focuses on mirror-matching the opponent. Must have great MU knowledge.

Old Fool enhances his footsie tools and gives him big damaging combos. It also gives him a "get off me" tool.
 

Zatoichi

Fabulous Goofball
Shang Tsung:

UNIVERSAL: Skull, Up Skull, Ground Skull, Mysterious Magic( a low-hitting slide which can be MB'd to do an overhead juggle, can do this on block), and Soul Steal(Transforms Shang into the opponent, Grants enhanced damage on hit, and enhanced Soul Steal has a point of armor, and transformation lasts longer.)

MASTER OF STYLES: Gains various animal stances, Snake, Crane, Mantis, and Tiger. Each has different benefits such a armor, low profiling, counters, etc. Like Lei WuLong except Shang Tsung stays in the stance when he blocks. Loses Ground Skull, Up Skull, and Soul Steal.

SOUL TAKER: Enhances Soul Steal. Soul Steal grants health on hit(4%), enhanced version stuns opponent for combo and grants more health on hit(7%). Normal throw grants 3% health on hit.

SOULFIRE: Enhances Skull attacks, doing slightly more damage and hitting for two hits. Gains Hot Escape(Teleport, works like Freddy's from MK9)
Edited so Soul Steal is universal and altered Soul Taker variation. I'll go into more detail about Master of Styles variation soon. The general idea of it though is that it is a "Thinking Man's" rushdown. Each stance has their own set of moves and unique properties to help open up the opponent.
 

SaSSolino

Soul Stealing Loyalist
Edited so Soul Steal is universal and altered Soul Taker variation. I'll go into more detail about Master of Styles variation soon. The general idea of it though is that it is a "Thinking Man's" rushdown. Each stance has their own set of moves and unique properties to help open up the opponent.
Gj, shang without soul steal isn't shang