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Next MK Probably Won’t Have Character Variations

REO

Undead
This can be a good thing or a bad thing depending how they do it.

If having no variations means they put a lot of effort into character design and now each character has 50 different strings and 15 different specials with each having a very unique style, then it will be interesting and a step in the right direction. But if they take the easy way out and make characters have something like 15 different strings and five different specials with barely any depth so your main gets figured out in a month and is stuck playing one specific way for eternity, then it may suck.
 

OutWorldAleMerchant

Hotaru's Number One Fan
"Even though it did well, its time to move on to the next thing."

You know, sometimes that's not the best idea. I spent a lot of time fiddling with variations and costumes to match for characters I like.
 
I think m11 was always a bridge too far, just like Armageddon.

These tons of moves things are fun for casuals, but then you get the people screaming that you should allow it in ranked becuase it'll "fix everything" when it rarely does much at all. It's such a burdeon to try and come up with so many moves that have real tradeoffs and legit useage, and mk11 feeling like it was just...i dunno...wearing floaties when it came to aggressive balance didn't help.

I'd much rather have them get back to the movesets of mk9 which all felt like they at least, when designing them. were shooting for wacky shit. Sadly they never buffed the lower tiers, but at least they were trying to do something interesting. I'm hoping they slide in that direction
 

Inzzane_79

Every time someone farts, a demon gets his wings
I did like the variation system but I´m also glad it´s not coming back. time to get back to the roots and give us complete characters.
 

BlissfulMedusa

Modern Woefare
This can be a good thing or a bad thing depending how they do it.

If having no variations means they put a lot of effort into character design and now each character has 50 different strings and 15 different specials with each having a very unique style, then it will be interesting and a step in the right direction. But if they take the easy way out and make characters have something like 15 different strings and five different specials with barely any depth so your main gets figured out in a month and is stuck playing one specific way for eternity, then it may suck.
Imagine looking at other 2D fighters such as SF and GG and assuming because they don’t have 50 different strings and 15 specials each that the game is lacking depth, or that the devs are taking the “easy way out” lol.

Fun fact, pouring a million useless moves onto a character doesn’t increase their depth. I can see why NRS didn’t decide to keep you on their payroll.
 

JDM

Noob
Oh thank god. Variations have been a complete mess since day 1. They were cool at first but then it just boiled down to "pick the most complete/strong variation". I didn't play MK11 when they made custom variations tournament legal for the record.
 

Art Lean

Noob
Wasn't a fan of them myself, I'd rather just have a complete character that makes you feel "this is Retile, this is how he plays" with a strong, varied and unique moveset, like in MKs 1-4.

Having 3 different modes for each character felt like it robbed many characters of their full identity, whilst also feeling overwhelming for those like me who just play casually. I just want to play as Kitana, I don't want to have to study whether variation 1 is useless if I'm up against a variation 3 Sub Zero, and have at least 3 different versions of Kitana to have to learn before I can ever hope to just win some clothes off KL.

For me, character selection should be as simple as selecting Kabal because I think he looks cool, he controls fluidly, I like whacking people with hook swords and he has an awesome fatality.

I at least preferred it when custom variations came in, I could now make characters how I wanted them to be for when I play KL, using the moves I personally liked and found the most comfortable to pull off, but I'd still rather have complete characters so I can have access to all of the moves designed for a character. Maybe I'm naive (I probably am) but for me I feel that if they've done their job right in development, then all the characters should just be designed to balance well off one another regardless, rather that saying "you can do this move, but not if you have that move... and that move there? Well don't even think about using that online, because we won't even let you!". Well how about you take out the problematic move then and actually rework the character? The very notion of there being "illegal" moves that you can't use against other players seems ridiculous; if you feel it's not a fair move, why did you put it in the game?

And again, as a casual player, I also HATED how in MKX they had to change the costumes of the characters depending on what variation you used. So if I want to play as Cassie in her Scorpion costume, but want the brawler variation, I have to have her (I'm exaggerating here because I can't be bothered to check what each variation specifically looked like) with no mask, clown shoes and a luminous green cowboy hat. Or if I want her to have her mask on looking like a real Shira Ryu ninja, well then I have to use the tap dance variation. I honestly ended up selecting the variations that made my character look the best and just sticking with those.

That said, if Ed's words are completely true, then the phrase "when we do another game..." suggests there's certainly no progress on MK12 being in development at the moment.
 
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Kiss the Missile

Red Messiah
It worked better in MKX because the variations at least had designs and a set gameplan. MK11 variations were always doomed the fail because how do you design a base for a character who has the potential to be equipped with zoning, command grabs or traps moves.
 
but I'd still rather have complete characters so I can have access to all of the moves designed for a character.
Similar to what Juxtapose mentioned in the Boon Q&A twitter thread which turned into another variations are bad thread:
The FOMO concept is an interesting line of thought on Variations and one I've never considered.
I think part of the problem is that people are looking at all the moves and saying look what we're missing (glass half empty), rather than looking at the options you have to make somewhat unique variations [despite some being a little forced due to move incompatibilities etc.], (glass half full).

Most of the time most people ended up with the variation that played the best/most damage/best mixups anyway, with very few customs outside of that, apart from maybe certain matchups. I think it's only the past year where we're starting to see a few more random moves being thrown in. Doesn't seem much different to MKX which had the same, 1 or 2 good variations, and 1 or 2 meh.

As has been pointed out many times, MK11's biggest issues are the have/have nots of many of the cast. One character can get 5 easy KB's, but another has to do a some convoluted setup to be able access 75% of theirs, teleports as a standard move for some but an option on others, normals for armour breaks for some but non-standard specials on others.

But maybe that's also a big part of the variations? Does a character need an armour break if they've got 5 easy KB's? Is a default teleport required if they've got great zoning? etc... It's an interesting way to make each character unique instead of all of them following the same mould.
 
As has been pointed out many times, MK11's biggest issues are the have/have nots of many of the cast.
Yes, and with Krushing Blows specifically, I think they were poorly implemented. The concept unto itself is fine, it's a high damage move performed after certain conditions are met, but it's so arbitrary and not well balanced out what those conditions are between characters. Generally the top Tier have excellent and easily accessible Krushing Blows, and the bottom tier does not.

Considering that Krushing Blows generally replaced traditional juggle kombos in this game, that's a pretty big oversight in my opinion.
 

just_2swift

MK1 is the best MK period.
They only added variations because majority of not all wanted them to return. If I can find the thread I'll post it but everyone was down for them except me and some others. It was mkx allure and reusing it was a bad idea as we all can see especially when they bogged it down
 

Pizza

Thrill Kill
They only added variations because majority of not all wanted them to return. If I can find the thread I'll post it but everyone was down for them except me and some others. It was mkx allure and reusing it was a bad idea as we all can see especially when they bogged it down
Nobody wanted Variations back.
 

just_2swift

MK1 is the best MK period.
I like variations. Especially back in MKX

What we have now really just repurposing what they retooled them to be to fit IJ2's gear system which I did not like. It's too open now, but I'm not mad at it
If they just add the depth of i2 customization (+add more) to mk12 without variations/equipping moves.... Man
 
I really loved the variations in MKX....I like having the option to play in a different style with different variations. I hope they don't get rid of variations....maybe bare minimum have two really good variations? If they Cut variations they better make the gameplay exceptionally interesting. Long unique combos MUST comeback and maybe some new innovations as well. NO variations along with no combos like MK11 would be an absolute nightmare. This new game needs to feel FUN. Players should have the option to make a character their own in some way....whether that be play style or whatever.
 

just_2swift

MK1 is the best MK period.
I really loved the variations in MKX....I like having the option to play in a different style with different variations. I hope they don't get rid of variations....maybe bare minimum have two really good variations? If they Cut variations they better make the gameplay exceptionally interesting. Long unique combos MUST comeback and maybe some new innovations as well. NO variations along with no combos like MK11 would be an absolute nightmare. This new game needs to feel FUN. Players should have the option to make a character their own in some way....whether that be play style or whatever.
By you wanting variations you're essentially letting them off the hook. They can just feed you watered down content and you seen that with mk11. Also what you described they actually did that aka making the character your own lol look at mk11. Variations need to die. We need NRS to bring the heat with complete characters with all options on the table. Not gutted characters split into 3 or a tray of moves gimped with slotting limitations.
 

Gooberking

FGC Cannon Fodder
By you wanting variations you're essentially letting them off the hook. They can just feed you watered down content and you seen that with mk11. Also what you described they actually did that aka making the character your own lol look at mk11. Variations need to die. We need NRS to bring the heat with complete characters with all options on the table. Not gutted characters split into 3 or a tray of moves gimped with slotting limitations.
Off the hook? Sorry but didn't do anything wrong. You not liking them doesn't mean it was a misstep overall and them taking it too far doesn't mean it's a bad idea at its core that couldn't be done in a more satisfying way. Sounds like they aren't doing them again, so there isn't really any war to get rid of them left to be had anyway.

I think 2 versions of a character likely would work the best overall, but that isn't really something you can regress into from where they are at. They are just going to leave the idea behind try something else
 
By you wanting variations you're essentially letting them off the hook. They can just feed you watered down content and you seen that with mk11. Also what you described they actually did that aka making the character your own lol look at mk11. Variations need to die. We need NRS to bring the heat with complete characters with all options on the table. Not gutted characters split into 3 or a tray of moves gimped with slotting limitations.
no no no.....Variations in MKX were cohesive and made sense for the most part. Variations in MK11 did not make sense... They completely striped down each character's base kit where you NEEDED to add back the 3 slots to make a semi whole character. Even then the characters never felt completely whole to me. A million different options of special moves that you can swap out does not make the base kit of a character whole. I want the combo system of MKX back...krushing blows deleted. I would even be fine with fatal blows being deleted and having some new kind of innovative tools.
 

Marlow

Premium Supporter
Premium Supporter
I think the concept of variations works a lot better than the execution.
Ditto for Breakaway, armor breakers, Krushing Blows, and flawless blocks. I love what NRS was trying to do with all of those, I just don't think it got implemented as well as it should have been.