im in bed right now and trying to fix my schedule, so im going to post, then edit tomorrow. this is a great idea
Sub-Zero:
-Grandmaster
Grandmaster is undoubtedly the best variation of Sub-Zero right now. You just get so many more tools. If Unbreakable got a slight buff, then I would say it were tied, but right now - nah. You get the clone, which grants you CONTROL. you can toss the clone, which gives you advantage. This is the safest variation possible, and is the one you should be using, unless you know your clone will be useless (looking at you dvorah)
-Cryomancer
This variation isn't necessarily better than Unbreakable, but at the moment is my second go to if I find my clone isn't working too well. I might switch to Unbreakable, but need more Lab time and practice. Anyways, the pros of this variation are: The restand F42~Throw that does 24% damage raw (Although it does leave you both at neutral, so I only use it when I want the extra damage, or don't want to face a wakeup) and you get an armored launcher in the form of the OVH Hammer, that leads to 20/27% midscreen, or up to 33% in the corner. This is what most people think of as the "rush down" variant, but some would argue that Unbreakable is just that, and then some.
-Unbreakable
Ahhh, Unbreakable. This variation, although struggling right now, is my personal favourite. The biggest cons of this variation are that you lose the ground pound, and the shield doesnt freeze jump-ins and is easily punishable. But the best part? You can make your strings safe with the shield, and get a full combo punish off a teeny tiny mistake. And with EX Aura constantly on, you practically have 150% health. Now THATs something to fear
this is what makes this variation a rushdown variant, you take less damage, no chip, punish people trying to punish you, and can stay in their face all you want
This variation needs very tiny buffs, then we will be seeing it a lot in tournament play
Scorpion:
-Inferno
Now, just because this one is above Hellfire doesn't mean its better. I think of these two variants as equal, just better in different ranges. Inferno does have more tools at his disposal for Long Range, which makes him perfect for Zoning. You get an ovh demon, and a low demon, and one that is perfect for ending blockstrings
This variation also gets a "vortex" that lets you get either an OVH that nets 11% or a full combo off of a Low (also a full combo off a slower starting overhead, but opponents are more likely to block it on reaction, still an option) and a throw
This variation, again, is stronger when your opponents are doing a good job of keeping you out. You can throw out random minions and then teleport punish their projectile for full combos
-Hellfire
Now, this variation is the one I prefer, given its all about pressure. Flame Aura does unblockable chip damage, FBCancels allows you to get 15% just off CHIP alone. With Flam Aura activated, your opponent is having a hard time deciding which is worse. Blocking, or trying to get out. This variant isnt completely bad at zoning, you do get a fireball, and then you can always EX Spear for full combo. Although you need flawless execution to take advantage of this variation, it is more than worth it.
-Ninjutsu
This variant, unlike the others, is built for the mid-range ownership. When this variant is outside of sweep distance, thats not a good thing. Ninjutsu gets full combos off of normals that can slice your throat at the distance you thought you were safe with the others. You need to be more cautios of this one. Which allows the player to play mind games with the opponent. You don't see too many Ninjutsu's in competitive play, sadly. I'm hoping to see more of this, as it is indeed as strong a variant as Unbreakable is to Sub-Zero. Just needs more work and dedication.
Johnny Cage:
-A-List
On to Mr. Cage. I personally feel that A-List is his best variation (even though I've only really worked with Fisticuffs, been too busy being lazy xD). He gets the ability to charge his normals and his specials. Which is a mind game of its own. Again, I haven't messed with this variant too much, but its still one of the strongest IMO.
-Fisticuffs
We've all seen what Fisticuffs can do. And its terrifying. Imagine being locked down in the corner with a Fisticuffs Johnny doing b12121212. You try to ex Wakeup, only to get knocked out of your startup armor by the fastest string in the world (not true, but certainly feels that way). This Johnny is built for chip damage. You're gonna block my string? okay, it'll do damage anyways, youre gonna try to get out? Okay, i'll just take 30% of your life and set you right back up for more pressure. Just picking this variation alone is mind-shattering for the opponent (see Mikeys reaction at MWC). And thats why I love it
-Stunt Double
Just because this is the last, doesn't mean its not strong. Cause holy balls batman it is. This variant allows you more damage, especially in the corner. You can activate the mimic aura on a HKD and zone with the kick, and AA jumping beans with the Flip Kick. This allows you to be more safe, in a way. Where with A-List, you can sit across the screen and throw balls waiting for a potential opening, this variation can chuck bodies at you for free
These are my T3, the characters i work on the most, with variations in order of how strong i think they are. I will update with info and backul data tomorrow evening
I also think Gunslinger has untapped potential, i just dont know how to tap it
*looks at keg confusedly*