Character Variations for future games
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Character Variations for future games
10/02/2014 03:08 PM EST
With the game just developing.

I think character variations are starting to grow on me.

But I wonder if they'll continue using that system for future MK generations?

Perhaps later on they can use it for some of the old characters that were left for dead after they return to normal.

Anyways, what character variations do you all wanna see for the next characters? If it was Reptile for example.
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RE: Character Variations for future games
10/02/2014 03:10 PM EST
Obviously I have not had experience testing out the variations first hand. But from what I can see I am already in love with the idea.

I really hope it becomes a staple of the franchise for the games to come.
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RE: Character Variations for future games
10/02/2014 03:17 PM EST
Perhaps if Liu Kang was confirmed I can imagine his character variations:

Liu Kang
- Shaolin
- Dragon Fire
- No Mercy
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RE: Character Variations for future games
10/02/2014 03:22 PM EST
It can become a staple for at least 3 games like the fighting styles were in MKDA-MKA, who knows. I really love the system, so i can hope.
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RE: Character Variations for future games
10/02/2014 04:05 PM EST
Ashrah

Universal specials: holy light powers (projectiles/auras/etc)

Variation 1 - Demon Slayer: unique Kriss blade normals/specials

Variation 2 - Demon Within: unique normals/specials for demon form

Variation 3 - Voodoo?

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Kabal

Universal specials: Nomad Dash, Hooksword overhead, new special?

Variation 1 - Nomad Dash versatility (similar to Displacer Raiden, in which one special is given much versatility), possibly including Nomad in air, backwards Nomad (teleport?), Nomad cancels, etc

Variation 2 - Zoning: fireballs and groundsaws

Variation 3 - Hooksword-focused?
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RE: Character Variations for future games
10/02/2014 06:04 PM EST
I think the variations engine was created mostly to tie into the "25 years long" story mode, where we'll see characters have different skills at different points in their lives.

It could return though, if it proves to be popular.
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RE: Character Variations for future games
01/29/2016 08:14 PM EST
Here are my ideas for variations:

Jade:

Amazon: Fights with razor-rang staff, advanced projectiles, and exclusive razor-rang skills.

Guardian: Fights with extended staff, advanced force field, and exclusive staff attacks.

Sentinel: Fights with energy staff, advanced staff slam, and exclusive staff projectiles.


Rain:

Traitor: Fights with extra speed, advanced teleports, and exclusive aerial techniques.

Hydromancer: Fights with a water sword, advanced water bubble, and exclusive water attacks.

Elementalist: Fights with a thunder sword, advanced lightning bolt, and exclusive electric skills.


Noob Saibot

Revenant: Fights with a dark aura, advanced dark circle, and exclusive dark magic.

Phantom: Fights with a ghost doppelganger, advanced disabling ghost ball, and exclusive ghost skills.

Shadow Servant: Fights with a shadow doppelganger, advanced shadow charge, and exclusive shadow attacks.


Nitara

Reaper: Fights with a scythe, advanced melee combat, and exclusive scythe skills.

Succubus: Fights with a swarm of bats, advanced blood suck, and exclusive bat attacks.

Keeper of the Orb: Fights with a floating orb, advanced projectiles, and exclusive aerial techniques.


That's all I can think of for now. What do ya all think of these?
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RE: Character Variations for future games
01/30/2016 03:00 AM EST
Noob Saibot would be simple. A variation centered Shadows. Another Centered on Black Holes / portals (but pull the opponent to differentiate the Quan Chi). And a variation centered mists that have an effect on opponents (prevent special moves, combos prevent). I also think he should win at least one variation, a freezing movement, perhaps a freezing fog and icy shade.
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