Back on-topic of the off-topic thread, i was putting some thought into how the 2 vastly different fighting styles and unique mechanics of the separate IPs would work. Firstly and most importantly, it will either have to be a 6 button game, Back to block, or a 4 button game with a block button. Third option is to have a Groove or Style system where you choose which of these options you want your character to use, with effects on other aspects of gameplay.
With 6 buttons and back to block, you have access to more combos, especially linked normals, and can auto-double an opponent in hitstun if they're on the ground. This makes your character play more like KI. Downsides include making you vulnerable to crossup attacks, and your shadow meter can only be used for relevant shadow moves.
With 4 Buttons and a Block button, you have less total normal attacks, but any relevant command normals will remain with slightly changed inputs if necessary. You also gain the famous universal D2. With less combo potential, certain moves properties will change to allow for longer or more damaging combos. You also cannot be crossed up as easily, but cannot move and defend simultaneously. Your shadow meter is further divided, and you can spend half a shadow stock to amplify special moves.
In KI Style, you have an Instinct meter that fills and works just like in KI. In MK style, this meter instead gives you access to a one-time use, powerful, damaging super move. Goes away on hit, block or whiff, but can do potentially 50% of a lifebar.
All characters have a "Shadow Escape", essentially a breakaway that can only be used while being juggled and costs one shadow bar. Locks out that shadow bar for 10 seconds.
Combo breakers still work very similarly to how they did, but if the defender is using MK style and needs to break a heavy attack, they must press 2,4 and block simultaneously. 2 and 4 alone will break medium attacks. If the attacker is using MK style, the defender doesn't need to worry about breaking Heavy's, but because auto doubles don't exist and normals behave differently, the break window is much tighter. You cannot combo break while being juggled, but each hit adds gravity so juggle combos are inherently limited.
I honestly think it would make more sense (entirely hypothetically of course) if the system wasn't a style select and just had a solid combination of the games mechanics, but i can't see the best way to combine them both seamlessly. Fans of either franchise would definitely have to deal with sacrifices, and in this regard i think i would sacrifice the Block button and special moves having just 1 version. True crossups are a great part of fighting games, and giving L,M and H versions of MK characters moves would add flavour and variety.
Best examples i can think of are:
Sub Zero:
Ice Slide, BF Kick.
L: Low, short range, ducks highs and some projectiles.
M: Cold Shoulder, faster, more damage and range, hits mid
H: Axe Slam. Slow, decent range Overhead, Knocks down
Ice Ball, QCF Punch
L: Snowball, fast projectile, hits high, low damage
M: Shuriken, multiple fast projectiles, hit mid, decent damage, high recovery
H: Traditional ice ball, decent startup and recovery, freezes for combo on hit.
Sektor:
Missile, QCF Punch
L: Straight missile, horizontal projectile, fairly traditional
M: Diagonal Missile, long range anti-air
H: Homing missile, longer startup and recovery
Teleport Punch, QCB Kick (or punch, input is irrelevant). Distance determines position on screen the punch appears, Left, center or Right for L,M,H. Alternatively, it can track but combo potential and risk both rise with strength of button press
Shang Tsung:
Straight Skulls, BF Punch, Strength determines number of skulls, 1 2 or 3. Duckable by most characters.
Up Skulls, DU Punch. Strength determines where on screen it rises, close medium or far. Shadow or amplify versions can combo more easily or juggle. Lots of creative room with this one.
Soon i'll post my ideal roster for this theoretical game that will most likely never happen lmao.