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Say your character comes back for MK X...what 3 styles and tools do they get?

SilverKeyMan

Dropping Combos like a MotherFucker!
Taven

Zoner - Inner Fire (fireballs) and Ring of Hatred (fire-themed ground pound)
Rushdown - Godly Charge and Speed of Light
Grappling
 
I think it would cooler if he had an armored grappler style that turned elbow dash into a movement tool instead of an attack. Maybe you could do it like Smoke Towards/Away where the startup animation is him fading invisible and charging, then he comes out of invsibility at the end of the dash. Maybe similar to Shazam as well.
You know I like this a lot. Mostly the turning invisible while moving would be cool, but that would probably man showing down the startup and shit on it, and unless he comes back to mkx like his UMK3 self, he's gonna have slow as fuck normals with close to no mobility without the dash being how it was. Being able to phase through people would be cool though
 

Ray'sGoodLiquor

I don't care I'm not a competitive player anymore
You know I like this a lot. Mostly the turning invisible while moving would be cool, but that would probably man showing down the startup and shit on it, and unless he comes back to mkx like his UMK3 self, he's gonna have slow as fuck normals with close to no mobility without the dash being how it was. Being able to phase through people would be cool though
The trick to his mobility in MK9 is his walk speed is faster than his dash speed, lol.
 

STB Shujinkydink

Burning down in flames for kicks
Puppet - obtains three different moves. One steals meter, other is trance, third slows his opponents normals by 25% for a short time. Quans normals would be slower in this variation to create a wait and punish type style.

Black magic - a very much zoning keep away strategy. Ex rune returns. Quan also summons a demon similar to zods trait he can control for a short time, however he uses it more as a shield and it can be attacked and is destroyed upon being hit. A keep away tool, it cannot block.

Deception - a teleport based variation, quans sky drop returns as well as an attack that can teleport his opponent wherever he wishes. Fast normals to get pressure after successful teleports but low combo damage
 
godmode (shang can morph into any character at will with reduced damage in exchange)
getthefuckoffofme/keepaway mode (shang's fullscreen tools receive faster startups/less active frames, in exchange soul steal heals for % health (doesn't morph))
old man mode (shang plays checkers and loses by default)

i just want frame traps baby
 
Reptile
Invisibility: Ability to go invisible and cancel strings to invisible leaving 0 on block and meter burn would have projectile pass through
Combat: Reptile has the ability to go through projectiles with its dash and he'll duck when dash
Acid: Acid ball have 4 speed, acid spit leaves damage over time for a limited amount of time if hit
 
Shang Tsung:
1. Soul thief - A grappler archetype. Shang is an old version of himself in this variation, he has command grabs that do little damage themselves but give him buffs ( Grundy style) : one gives him life back ( gives back more life than in MK 9), the other gives him a damage boost and lowers the damage Shang receives ( when buffed Shang assumes his young form) and the third one allows him to use some of opponents specials on top of his own moveset ( here he morphs into a version of the opponent). He floats in this stance but is rather slow.

2. Soul master- A zoning archetype. Instead of simple fireballs I would love to see him use thousands of enslaved souls for versatile zoning ( Kenshi - Noob style). He floats in this variation too but is a bit faster than Soul thief.

3. Shapeshifter- A rushdown, anti-zoner archetype. Shang constantly changes shapes in this variation even when simply standing. Like his legs could morph into tigers or dragons to simply dash forward, or turn into spider legs ( or octopus like tentacles , since D'Vorah has spider legs, to slide back - backdash). And all of his normals are ranged like Martian Mahunters in trait, but instead of just extending they turn into things or attacks of other MK characters. And he has to have a teleport and some illusive moves like Smokes Smoke away, and a good mobility over all. And of course he has a special move that morphs him into a character that you can choose before the match( there should be 2 characters you can choose before the match, the third one being your opponent's character and he morphs into one of them depending on the command, of course he gets NO damage boost like in mk9!!! but the morphing itself should be fluid so he can't get hit while morphing and morphing back)
 
Raiden: (Note: I picture this Raiden as older looking and bearded, and kind of a recluse hiding out in the mountains because of the way things in MK9 went)

1. Hermit: Carries a full-length staff that adds range and multi-hit properties to his normals. Also adds a special move where he slams the staff and calls a lightning strike on himself like Shazam, which is slow on startup but + on block and reaches to the top of the screen (+ex armor). This is his rushdown variant, and it works a bit like Nightwing's staff style.

2. Vengeful God: Adds the ability to call down lightning bolts at close, mid, far, and full-screen ranges similar to Raven's pillars. MB'ed strikes hold the opponent in a shocked/stunned state for combos. Good for zoning, but in an offensive way where he tries to push you back into the corner by combining the pillars with the threat of superman. I kind of think it'd be cool if he could delay the strike by holding the button.

3. Wanderer: Beefs up his normal teleport with additional attack options. Allows him to add a low, mid, or overhead attack to the end of any regular or ex teleport. The mid (only) has launcher properties, and the ex versions are armored. The goal is space control through the threat of teleport punishes. I'm also considering whether this variant should have something akin to a "mine" move that can stay on screen for a bit, or else maybe a command grab so the opponent has to worry about standing in place too long.
 
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Barrogh

Meta saltmine
First and foremost I want Raiden to be in this game. Second, I believe that Teleport should be his signature move. With that in mind...

1. "Thundergod"
Emphasis on ball lightnings that provide some zoning and setups.
+ Ball lightning can be launched at different speeds, some may have less recovery for minor combo potential;
+ Has fast, but weak and pretty unsafe projectile to limit opponent's mobility after ball lightning setup;
- Teleport is mostly to be used off setups to put a pressure, but is weak for escaping - it is vulnerable on startup, unlike in other variations.

Edit: just realized that it's basically take on MK9 Reptile :D

2. "Strategist"
Emphasis on spacing, mindgames and whiff punishing.
+ Improved mobility - has different teleport variations, including one that may be used instead of backdash to save stamina for running/interaction, heck, it may replace backdash;
+ Uses his staff from 3D era to provide better footsies game and more damaging whiff punishers than electric fly from non-point-blank range;
- More damaging of his long-reaching stuff is unsafe to anyone who can reach him back, this is not all-out CQC variation.

3. "Master"
In your face style that empathizes close combat and pressure. May use his Dark Raiden appearance.
+ Improved close combat options including specials to cancel into for pressure and/or non-launching mixups (be it low/oh/throws/advantage stuff...). These may also provide better wakeup game;
+ Improved arsenal to get in or reverse pressure: better armored moves and better properties on electric fly (especially on knockdown and air whiff);
+ Smaller hitbox - yes, Raiden is large man, but he may use lower stances in this variation, for example;
- Loses ranged options.

P.S. Got ninja'd by another Raiden fan, but since we have slightly different ideas, I'll leave it here.
 
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Under_The_Mayo

Master of Quanculations
Black magic - a very much zoning keep away strategy. Ex rune returns. Quan also summons a demon similar to zods trait he can control for a short time, however he uses it more as a shield and it can be attacked and is destroyed upon being hit. A keep away tool, it cannot block.
I think Quan without an EX Rune variation would be really really sad. The Rune Trap, to me, has become an inseparable move from him now. It's iconic of him. So I wanna see a one-hit EX Rune off of a block string, but NOT enough advantage to start another block string.
 
Mileena
1: Sai Variation - Has her sai projectile and weapon based attacks. Basically just gives her a zoning tool and a buff to her normals for a better footsie game.
2: Melee Variation - Has her rolling ball and teleport kick moves. More rushdown and mixup oriented.
3: Hungry Variation - Centered around her MK9 move where she jumps on you and bites you. Slightly influenced by grappler styles even maybe? A fast grappler ninja could be interesting.

Jade
1: Staff Variation - Has her staff for amazing long length pokes. Keeps her overhead smash and give her a long range staff low attack for amazing mid-range high/low game.
2: Razor-rang Variation - Obviously a zoning variation. Various properties on different razor-rangs.
3: Melee Variation - Uses moves like her green kick. Rushdown oriented. Faster and better frame advantage over Staff Variation to balance shorter attack range and weaker footsies.

Kitana (Her third variation is difficult. So they could either go with my idea or even better develop her character more and give her an interesting 3rd variation. So I'll toss out a few ideas for the 3rd variation.)
1: Fan Variation - Has her fan projectile for strong zoning (hopefully not as redundant as MK9 though). Fan lift for combos and damage. I'd make it weaker zoning than Jade's Razor-rang Variation but in return she gets better normals because of her fans.
2: Melee Variation - Has square punch and pretty kick. Pretty similar to other melee styles. Rushdown that is faster and better frame advantage.
3: Teleport Variation - She has had a teleport special move before... I guess bring that back and make it central to this stance? I'm not sold on the idea though. Could make for an excellent counter pick for zoning characters.
3: Princess Variation - Summons Edenian subordinates. Or ninja subordinates. I wouldn't let the player control her summons. I think they can specify which summon to use because each should have a predefined special function.
 

Barrogh

Meta saltmine
3: Princess Variation - Summons Edenian subordinates. Or ninja subordinates. I wouldn't let the player control her summons. I think they can specify which summon to use because each should have a predefined special function.
Parasoul from Skullgirls may provide an example on how this can look/work. Functions include delayed projectile, anti-zoning meatshield, recovery cancels, tracking stunning shot to combo off anything or (rarely) punish stuff from long range...
 
Havik:

Cleric - a keep away/footsies/defensive variation that has him able to effectively zone with his projectile and do those taunts to replenish a bit of health, although provides the opponent a lot of chance to get in as they'd have a lot of frames on 'em. Normals would be as necessary.

Unpredicatable - a rush down/pressure/offensive variation that focuses on his specials/ability to contort his body. Normals would be considerably more erratic and with less start up frames, but for fairness sake, either neutral on block, minus on block or (more appropriately) a mixture of the two.

Straight Jacket - a grapple/high risk-high reward variant were he is giving command grabs that can lead into huge damage combos, but are punishable if just randomly thrown out.

Best I can come up with. This is all "what if", of course.
 

RunwayMafia

Shoot them. Shoot them all.

***Sindel's variations will primarily reinvent her zoning capabilities.***

Purple Reign- This will be Sindel's fiercest adaptation of her "style" of zoning ever presented in the MK series.
-Her fireballs will now be faster but will only do 2-3% on hit (0.5% or so chip)
-Like in MK9 she will be able to perform a regular fireball (hit's high), low fireball, and her standard air fireball (from a jump) that travels downward (either close or far)
-She can now shoot an instant air fireball (like Kabal/Kitana) that travels straight.
-She will retain her infamous Scream, however it will be faster on startup but will only throw the opponent about half screen (like a "get off me" move)
-Enhanced Scream will stun opponent enabling a combo
-This variation will contain low damaging combos, no armor, and essentially no mix ups. Purely designed around exquisite zoning that is extremely annoying to deal with yet does low damage. The opponent will have to find a way through her obstacle course of asteroid inspired zoning, yet will be rewarded once getting in due to Sindel possessing no armor (unlike Kenshi in MK9)

Royal Highness- This variation will add new mobility and armor.
-Reintroduces Levitation (ala MK3)
-Can move freely in the air (like HawkGirl in IGAU)
-Can only activate fireballs while in levitation (no fireballs outside of levitation). Slightly slower from PR; less menacing
-Duration time for Levitation: Unlimited (can leave the air by canceling flight or if hit by opponent)
-Introduces new air normals and specials (fireballs, dive bombs, basic punches and kicks)
-Can block while in air
-Has armor on Scream/Cartwheel (can only be done on the ground)

Queen's Fury- This variation will introduce a "set up" style of zoning with controlled fireballs. Anti-zoning move
-Retains a small ability to zone (slower than Purple Reign's variation), basic fireball
-Will now have the ability to produce either slow, medium, or fast fireballs (like Reptile from mk9) will launch opponent
-Brand new fireball that can be controlled on the screen (must charge like HQ's pop pop), player has full control, like a homing missile.
-Introduces a deflect move (Sindel's first ever anti-zoning special)
@Sindelia
 

Barrogh

Meta saltmine
She could replace some of her normals with it and launch, toss, sweep or juggle as well as high / low hair grabs.
NRS just wouldn't be NRS without "high/low grabs" aka limited lows/OHs :DOGE

Funny, somehow I see most ideas ITT revolve around every character having ruchdown/zoner/grappler variations :rolleyes:
 

Backfire

Noob
Mileena!

Common Specials : Ball Roll, Sais (Classic Mileena Moves)

Sai Stance (Rush Down) - adds up slash and down slash (similar to skarlets MK9 move set ) can cancel ball roll into special
Unmasked - adds leaping neck bite for standing resets
Anti Zoner - adds Teleport strike
 
Ermac, but already posted it in the topic for it. Short version-

Generic's
Lift
Teleport

MK9-
Gets fireball and push

Deception-
Better levitate "Stance" than the last game. Multiple options out of it even if extended.

Classic-
Strings that launch and lead to followups without special cancels+better mixup tools(fast overhead seems to be what most want. I'd be happy with a more unique solution).
 
E

Eldriken

Guest
I can't really think of anything for Kitana. :|

The only things I could think of would be a more zoning focused variation, a more offensive variation (uses her steel fans for the majority of her attacks that increases her damage, but lowers her zoning potential substantially), and for a third...I really have no idea.

@GGA 16 Bit Mind slinging some ideas here? You're probably better at this kind of thing than I am.
 

zerosebaz

What's the point of a random Krypt?
Ermac:

His universal moves would be his fireball, and lift, and his normals would be based on MK9.

V1: Ermac would use his telekinesis to get extended reach on his normals, wich would work similarly to MMH's trait, but permanent. Think of the last hit of his B2,1,F2 and B1,2,F1 strings. He would be effectively able to rush you down at midscreen.

V2: Gets his air fireball, air and ground teleport and levitate back, with some more options after levitate. The idea would be to grant him some great air control.

V3: Get his telekinetic push from MK9 and the Telekinetick Swap from MKD, as well as move that moves opponent backwards or forward which is unblockable but causes no damage or hit stunt.


Noob Saibot:

Gain, normals based on MK9 mostly, and his universal moves would be his teleport and shadow projectile.

V1: He would get his slide projectile, anti-air projectile and one from the back projectile like in his xray, which would hold the opponent for a free hit. The EN version of the Shadows would get armor, and the MB version would explode for extended damage and massive advantage on block.

V2: He would get his portals, but they would work differently. He would summon them as he does in his 2nd fatality, so they would appear instantly and stay on screen for a few seconds. The EN version would stay longer on screen and allow you to have one regular portal and one EN one at the same time. They would have 4 positions on screen instead of 3.

V3: He would gain his invisibility and Zattana's teleports, with the option to add an instant hit to them with the press of another button.
 
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True Grave

Giving The Gift Of Graves
Kuh-Bawl

Variation 1: Vanilla Kabal
-Nuff said

Variation 2: Super Rushdown
-Positive on all NDCs

Variation 3: Super Zoner
-Moves are all instant projectiles that hit mid

"TURN DOWN FOR WHAT?"
 

Art

Grave_Intent
Sheeva: Sheeva now has chain grabs attack strings.
Dragon: Sheeva has a low fire-ball and an upward flame breath attack.
Juggernaut: Sheeva has additional hits of armor on moves and a move that gives her a buff witch eliminates-chip damage for a short time.
Vanguard: Sheeva gains a multi-hit flurry of punches move that can dissolve projectiles.
 
Ooh, this is fun! ^_^

Mileena: Moves she always has - Roll, Regular Sai

Counter-zone style - Grants Mileena her classic Telekick, as well as a new move Take Me On (f,b+4). Mileena pulls a pose a la Juri's reflect, and if she's hit by any projectile, she will gain meter and her damage output briefly goes up by 30%. The EN version causes her to teleport in front of her opponent and dealing a jumping sai slash (think Sektor's teleport move) which deals 12% (she still gets the damage output boost, but can't combo off of the slash)

Zone style - She gains access to her infamous instant air sai. Furthermore, her regular sai is faster and does more damage (6% -> 8%, 9% -> 12% for EN version). She also gets a new move - Sai Slasher (d,f+2). This move functions as a command grab, does 10% damage, and leaves the sai stuck in her opponent a la b2. EN version does 15% and kicks her opponent far away, allowing her to continue zoning.

Animalistic style - Adds in Leaping Neckbite, and a new move, Stabbing Fury (b,f+1), which functions similarly to Baraka's Chop Chop.