Revitalization of MK Characters & New Character Ideas

Esoteric

New member
Hey everyone,

I thought it would be cool to start a thread for people who might have some ideas to revamp/improve upon the Klassic roster of MK Characters for Mortal Kombat 10 in terms of gameplay, movesets, finishing moves, backstories, costume attire/looks & alternatives and fighting styles as well as offering any well-thought out and developed ideas for new characters. I would like to see characters have at least nine new movesets unique to MK as well as ideas for backstories, costume attire, finishing moves and fighting styles. Also it would be helpful to have visual aides to present, give people an idea of what you are talking about. So to reiterate with ideas presented, we'd like to see the following:

- At least 9 unique movesets.

- Ideas for finishing moves. (Please limit ideas to one per character. It also can be an improvement on a klassic or existing fatality.)

- X-Ray Moves. (Again please limit ideas to one per character.)

- Costumes & Alternative Looks (Visual aides, such as drawings or pictures would be helpful)

- Backstory (Please not too long and maximum of two paragraphs.)

- Fighting style (What specific style of fighting would this character practice...i.e. Animal Styles Kung Fu, Krava Maga, Capoeira & MMA)

- Endstory (Consisting what loosely in the lines of MK's Plot or storyline.)

- Ideas for Babalities

- Possible Intro, Mid-Match Taunts & Winning Poses

* Please no joke characters...
 
I'll give an example and set it off with one of my favorite characters "Sub-Zero"...

SUB-ZERO

Sub-Zero's Motion Capture of Bio.gif

SUB-ZERO’S SPECIALTY MOVES:
Standard Freeze - Throws an ice projectile through his cusped hands towards his opponent and freezes them into an ice statue if not defended properly.




Deep Freeze – After a series of close knitted and fluid hand motions above/by his head to draw in the coldness from the air while taking a few steps in backwards in the process, Sub-Zero draws in a large amount of cold energy into himself to redirect and concentrate in a central focal point through his cusped hands and throws a ice ball projectile (dark blue) towards his opponent while also leaving a trail of snow/frost residue floating to the ground as it sails across the screen. It can be motioned very similar to the way Sub-Zero motions his "Exploding Ice Statue Fatality" in MK vs DC. It then freezes them into a thicker ice statue which allows a longer series of hits (12 hits approximately). This would make this move a little more difficult to execute successfully against a fast and elusive opponent. That way it wouldn’t take away the relevancy of the standard freeze being that that move would be easier to execute. The result of the deep freeze would be that the statue thaws out to a regular statue like the standard freeze after series of combos, gradually changing color from dark blue to light blue with each series of hits. Sub-Zero can then execute an additional series of combos after the deep frozen statue thaws into the standard frozen statue. The statue can thaw out with the series of hits like the mini-game portion of Street Fighter where the player throws a barrage of hits to breakdown the vehicle.

Sub-Zero's Mechanics of Ice Ball Freeze.gif

Slide - Slides in a motion across the ground on a smooth frozen trail of ice with his hands clasped together in front of him in the same formation that he currently has.

Sub-Zero Slide Mechanic.png

Frozen Hologram - From fighting stance in a standing position, Sub-Zero flings both of his intersecting arms at chest-level backwards past his waist which launches an advancing hologram image of himself that executes a brief series of punching/kicking combos towards his opponent similar to Sonya Blade’s current X-Ray without the bicycle kick. The hologram then freezes into an upstanding ice statue in a high punching pose and disappears in a blinking imprint of Sub-Zero. Touching the ice statue causes opponent to freeze into an ice statue leaving them open for combos.

Ice Hail Storm - Sub-Zero s back both of his hands to backside hip in the likeness of his ice ball move and throws a series of golf ball sized hail stones horizontally towards opponent from outstretched arms and open palm facing towards opponent causing a barrage of hits to the upper extremities of opponent.

Raining Hail Storm - Sub-Zero flings his forward arm facing camera to back shoulder and flings his extended arm forward and throws an ice ball in the air in a rainbow like motion that at the peak of the bell curve burst into shards of ice hail to rain golf ball sized hail stones on opponent on its way down.

Cold Shoulder – Skates/glides forward in a quick motion on his own smoothened ice trail to charge opponent in thinking man’s pose to collide into opponent with shoulder sending opponent back peddling similar to the motion that a cross check is motioned from an ice hockey player.

Frozen Cold Shoulder - Skates/glides forward in a quick motion on own smoothly surfaced ice trail to charge opponent in thinking man's pose and collides into his opponent. Upon impact Sub-Zero flashes into an ice casing of himself freezing his opponent into a stumbling back pose from the sudden sprinted motioning. Sub-Zero could then follow up with a series of free handed combos.

Teleport Freeze - Teleports either horizontally in front or behind his opponent or vertically in a drop down sequencing and leaves a blinking hologram imprint of himself behind that disappears after he teleports. Once transported Sub-Zero quickly flashes an ice casing of himself in mid-air in the pose of a flying punch either behind his opponent, teleporting in front of his opponent, or dropping down sequence from the top of the screen transitioning from a sommersault to a flying punching pose on the head to freeze his opponent in an ice statue when physically touched and not defended properly. Can be blocked or avoided.

Sub-Zero's Telefreeze Pose Mechanic.gif

Ice Clone – Flips, executes a back/side handspring or skips backwards and leaves a frozen image of himself behind that freezes opponent and disappears in a frozen blinking imprint of Sub-Zero.


Frozen Escape – Skates/glides backwards in a kneeling position on one knee with arms extended sideward slightly tilted perpendicular to the plane of the camera lens on his own ice trail to avoid opponent’s attacks or to provide room to recover from opponent's attacks.

Ground Freeze - Throws an ice ball projectile on ground with his front side knee raised directly from his cusped hands that forms a frozen puddle to lock opponent’s feet in place temporarily leaving opponent susceptible to combos and hits.

Sub-Zero's Ground Freeze Pose Mechanic.png

Reverse Freeze – Flash freezes himself in an ice casing image in his blocking stance which in turn freezes opponent if physically touched then immediately thaws out.

Ground Ice Picks - From fighting stance, Sub-Zero motions down into a crouching position and thrusts his hand to the ground in an open palm. This motion causes a stream of ice to race along the ground towards his opponent. The ice stream generates sequential knee-level sharpened picks of ice protruding upwards from the frozen ground stream propelling his opponent backwards with each stab for a possible air juggle combo. It can look similar to the move executed in the fight scene between Sub-Zero and Scorpion in the web series of MK.

Bear With Me – From fighting stance, Sub-Zero s back his forward side arm facing the camera, to backside shoulder and flings it towards his opponent to spray a gust of blizzard like ice mist that sails across the screen and expands into a large human sized cloud of mist which briefly takes on the flashing image of an upright holographic polar bear motioning in a maw and clawing movement towards his opponent before disappearing in a blinking imprint within the dissolving mist cloud scoring Sub-Zero with three slashes.

Dry Ice – From fighting stance, Sub-Zero flings his forward side arm towards his opponent and grapples their neck in a tightening grip while lifting them in the air slightly single-handedly. He then skips backward leaving a holographic blinking imprint of himself in the still stance of grappling his opponent while they struggle to loosen the image’s grip flinging their legs in the air. It could look like they were stuck in place as if it were an episode of freezer burn. Sub-Zero then can follow up with series of open-handed combos right before the holographic image disappears in a blinking imprint.

Freezer Burn - After a series of fluid motions by his head to draw in the coldness from the air, Sub-Zero redirects the cold energy through his punching hand and thrust his closed fist single-handedly into the mid-section of his opponent causing his opponent's flash freeze his whole body and then thawing down into the frozen mid-section of his opponent and onto Sub-Zero's closed fist. Sub-Zero then can thrust into a quick jab to his opponent's face with his free hand sending his opponent into a backwards stumble and at the same time yanking his closed fists away from his opponent's chest, ripping off a piece of their garments or bare skin and depleting a portion of their energy bar. This causes opponent to fall to his knees and clinched their chest region in agony while Sub-Zero can follow up with some hand-based combos or moves.

SUB-ZERO’S FATALITY:
Head Grip - Grapples opponent’s neck while they stand disoriented and slowly yet gradually freezes opponents head and neck region while they struggle to get loose from grip, then opponent’s arms drop to their side when head and neck region is fully frozen. Sub-Zero then rips off the head/spine from body like as if to be frozen by liquid nitrogen. Then his opponent’s headless body drops to the floor in a pool of blood.

Sub-Zero Head Rip Fatality.jpg


SUB-ZERO’S MID-MATCH TAUNT:
Sub-Zero raises his right arm in victory slightly bent at the elbow and yells uttering the phrase “Gobeya!” while facing and looking down on his fallen opponent and then walks backwards to his fighting position in his fighting stance in a cool and calm level-headed mindset.

SUB-ZERO'S INTRO:
A full body shot cuts to Sub-Zero dropping down from the sky only to land with his head down in a crouching two point stance on one knee incased in ice. The ice casing then dissolves in the air like dry ice vapors revealing Sub-Zero in a crouching two point stance on one knee as he then ascends into a standing position uttering the phrase, "You don't know what I'm capable of." in a subtle yet cold and blank stare. He then transitions into his fighting stance. (Sound effects would be a whistling cold wind blizzard while the ice casing dissolves into the air.)

SUB-ZERO’S WINNING POSE:
Sub-Zero turns to the camera and raises his right arm in victory staring at the camera.

Sub-Zero Winning Pose 3.gif



SUB-ZERO FIGHTING STANCE:
Sub-Zero can have the original fighting stance he had in MK1 to where it looks like he’s motioning to come here with his backside hand slightly raised up to chest level and his forward arm resting downward at his side as he subtly rocks back and forth from a standing position.
 
@Critical-Limit

I'd just hope that possibly some of the ideas that are posted in this thread could possibly be implemented in the next game if they do one. So just in case, I thought that it would be helpful for the ideas that are presented in this forum thread are fully developed or thought out. I'm not saying that they have to be as long and detailed, but if the ideas were to be considered, I would think that whomever would want ideas to be fully conceived.
 
I'll give an example and set it off with one of my favorite characters "Sub-Zero"...

SUB-ZERO

View attachment 3481

SUB-ZERO’S SPECIALTY MOVES:
Standard Freeze - Throws an ice projectile through his cusped hands towards his opponent and freezes them into an ice statue if not defended properly.




Deep Freeze – After a series of close knitted and fluid hand motions above/by his head to draw in the coldness from the air while taking a few steps in backwards in the process, Sub-Zero draws in a large amount of cold energy into himself to redirect and concentrate in a central focal point through his cusped hands and throws a ice ball projectile (dark blue) towards his opponent while also leaving a trail of snow/frost residue floating to the ground as it sails across the screen. It can be motioned very similar to the way Sub-Zero motions his "Exploding Ice Statue Fatality" in MK vs DC. It then freezes them into a thicker ice statue which allows a longer series of hits (12 hits approximately). This would make this move a little more difficult to execute successfully against a fast and elusive opponent. That way it wouldn’t take away the relevancy of the standard freeze being that that move would be easier to execute. The result of the deep freeze would be that the statue thaws out to a regular statue like the standard freeze after series of combos, gradually changing color from dark blue to light blue with each series of hits. Sub-Zero can then execute an additional series of combos after the deep frozen statue thaws into the standard frozen statue. The statue can thaw out with the series of hits like the mini-game portion of Street Fighter where the player throws a barrage of hits to breakdown the vehicle.

View attachment 3482

Slide - Slides in a motion across the ground on a smooth frozen trail of ice with his hands clasped together in front of him in the same formation that he currently has.

View attachment 3483

Frozen Hologram - From fighting stance in a standing position, Sub-Zero flings both of his intersecting arms at chest-level backwards past his waist which launches an advancing hologram image of himself that executes a brief series of punching/kicking combos towards his opponent similar to Sonya Blade’s current X-Ray without the bicycle kick. The hologram then freezes into an upstanding ice statue in a high punching pose and disappears in a blinking imprint of Sub-Zero. Touching the ice statue causes opponent to freeze into an ice statue leaving them open for combos.

Ice Hail Storm - Sub-Zero s back both of his hands to backside hip in the likeness of his ice ball move and throws a series of golf ball sized hail stones horizontally towards opponent from outstretched arms and open palm facing towards opponent causing a barrage of hits to the upper extremities of opponent.

Raining Hail Storm - Sub-Zero flings his forward arm facing camera to back shoulder and flings his extended arm forward and throws an ice ball in the air in a rainbow like motion that at the peak of the bell curve burst into shards of ice hail to rain golf ball sized hail stones on opponent on its way down.

Cold Shoulder – Skates/glides forward in a quick motion on his own smoothened ice trail to charge opponent in thinking man’s pose to collide into opponent with shoulder sending opponent back peddling similar to the motion that a cross check is motioned from an ice hockey player.

Frozen Cold Shoulder - Skates/glides forward in a quick motion on own smoothly surfaced ice trail to charge opponent in thinking man's pose and collides into his opponent. Upon impact Sub-Zero flashes into an ice casing of himself freezing his opponent into a stumbling back pose from the sudden sprinted motioning. Sub-Zero could then follow up with a series of free handed combos.

Teleport Freeze - Teleports either horizontally in front or behind his opponent or vertically in a drop down sequencing and leaves a blinking hologram imprint of himself behind that disappears after he teleports. Once transported Sub-Zero quickly flashes an ice casing of himself in mid-air in the pose of a flying punch either behind his opponent, teleporting in front of his opponent, or dropping down sequence from the top of the screen transitioning from a sommersault to a flying punching pose on the head to freeze his opponent in an ice statue when physically touched and not defended properly. Can be blocked or avoided.

View attachment 3484

Ice Clone – Flips, executes a back/side handspring or skips backwards and leaves a frozen image of himself behind that freezes opponent and disappears in a frozen blinking imprint of Sub-Zero.


Frozen Escape – Skates/glides backwards in a kneeling position on one knee with arms extended sideward slightly tilted perpendicular to the plane of the camera lens on his own ice trail to avoid opponent’s attacks or to provide room to recover from opponent's attacks.

Ground Freeze - Throws an ice ball projectile on ground with his front side knee raised directly from his cusped hands that forms a frozen puddle to lock opponent’s feet in place temporarily leaving opponent susceptible to combos and hits.

View attachment 3485

Reverse Freeze – Flash freezes himself in an ice casing image in his blocking stance which in turn freezes opponent if physically touched then immediately thaws out.

Ground Ice Picks - From fighting stance, Sub-Zero motions down into a crouching position and thrusts his hand to the ground in an open palm. This motion causes a stream of ice to race along the ground towards his opponent. The ice stream generates sequential knee-level sharpened picks of ice protruding upwards from the frozen ground stream propelling his opponent backwards with each stab for a possible air juggle combo. It can look similar to the move executed in the fight scene between Sub-Zero and Scorpion in the web series of MK.

Bear With Me – From fighting stance, Sub-Zero s back his forward side arm facing the camera, to backside shoulder and flings it towards his opponent to spray a gust of blizzard like ice mist that sails across the screen and expands into a large human sized cloud of mist which briefly takes on the flashing image of an upright holographic polar bear motioning in a maw and clawing movement towards his opponent before disappearing in a blinking imprint within the dissolving mist cloud scoring Sub-Zero with three slashes.

Dry Ice – From fighting stance, Sub-Zero flings his forward side arm towards his opponent and grapples their neck in a tightening grip while lifting them in the air slightly single-handedly. He then skips backward leaving a holographic blinking imprint of himself in the still stance of grappling his opponent while they struggle to loosen the image’s grip flinging their legs in the air. It could look like they were stuck in place as if it were an episode of freezer burn. Sub-Zero then can follow up with series of open-handed combos right before the holographic image disappears in a blinking imprint.

Freezer Burn - After a series of fluid motions by his head to draw in the coldness from the air, Sub-Zero redirects the cold energy through his punching hand and thrust his closed fist single-handedly into the mid-section of his opponent causing his opponent's flash freeze his whole body and then thawing down into the frozen mid-section of his opponent and onto Sub-Zero's closed fist. Sub-Zero then can thrust into a quick jab to his opponent's face with his free hand sending his opponent into a backwards stumble and at the same time yanking his closed fists away from his opponent's chest, ripping off a piece of their garments or bare skin and depleting a portion of their energy bar. This causes opponent to fall to his knees and clinched their chest region in agony while Sub-Zero can follow up with some hand-based combos or moves.

SUB-ZERO’S FATALITY:
Head Grip - Grapples opponent’s neck while they stand disoriented and slowly yet gradually freezes opponents head and neck region while they struggle to get loose from grip, then opponent’s arms drop to their side when head and neck region is fully frozen. Sub-Zero then rips off the head/spine from body like as if to be frozen by liquid nitrogen. Then his opponent’s headless body drops to the floor in a pool of blood.

View attachment 3487


SUB-ZERO’S MID-MATCH TAUNT:
Sub-Zero raises his right arm in victory slightly bent at the elbow and yells uttering the phrase “Gobeya!” while facing and looking down on his fallen opponent and then walks backwards to his fighting position in his fighting stance in a cool and calm level-headed mindset.

SUB-ZERO'S INTRO:
A full body shot cuts to Sub-Zero dropping down from the sky only to land with his head down in a crouching two point stance on one knee incased in ice. The ice casing then dissolves in the air like dry ice vapors revealing Sub-Zero in a crouching two point stance on one knee as he then ascends into a standing position uttering the phrase, "You don't know what I'm capable of." in a subtle yet cold and blank stare. He then transitions into his fighting stance. (Sound effects would be a whistling cold wind blizzard while the ice casing dissolves into the air.)

SUB-ZERO’S WINNING POSE:
Sub-Zero turns to the camera and raises his right arm in victory staring at the camera.

View attachment 3486



SUB-ZERO FIGHTING STANCE:
Sub-Zero can have the original fighting stance he had in MK1 to where it looks like he’s motioning to come here with his backside hand slightly raised up to chest level and his forward arm resting downward at his side as he subtly rocks back and forth from a standing position.

how about moving ice clones?
 
That's not that bad of an idea...maybe the ice clone can have a second delay to mirror Sub-Zero's intial movement, and freeze his opponent in place after touching the moving statue. It could be like a moving ice statue or an enhanced version of the "Ice Clone" move and retract back into the original figure of Sub-Zero. That's good. I like that idea.
 
@ Thanks Destroyer 13!!!!! Good Idea!!!!

Enhanced Ice Clone - From fighting stance, Sub-Zero can initate a movement and leave a lightened blue imaged clone of himself behind mirroring Sub-Zero's movement with a second delay of a span to freeze an overly aggressive opponent where they stand. Upon contact, the ice clone would disappear in a blinking imprint of himself or if avoided would retract back and merge into the original Sub-Zero figure.
 
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Jade
Jade-mortal-kombat-9.jpg


Moveset:

Razorang: All the same types as MK9.

Overhead Staff: The same as MK9.

Shadow Flash: The same as MK9 but this time the normal and enhanced versions are completely immune to Rain's and Nightwolf's Thunder Bolts and Scorpion's Hell Fire.

Staff Grab: The same as MK9.

Poking Staff: Jade uses her staff to poke the opponent several times with a last blow knocking the enemy off his/her feet. (Kind of like Kilik's attack in Soul Calibur.) The enhanced version is a lot quicker and does a little more damage.

Protective Blade: Jade throws her Razorang and it goes around Jade as a barrier, hitting an enemy that would go up to her and catching the blade afterwards. The normal version would go around once and the enhanced version would around her a few times while she has that purple armor on.

X-Ray:

Staff Buster: Same as MK9.

Fighting Style: Same as MK9.

Intro: Same as MK9 ("This will be easy.")

Victory Pose: Same as MK9. (Pole Dance)

Costumes:

Primary: The same as her MK9 primary outfit (including hair) but with this type of dress instead.
SEVEN+-+Zaira+Mini+Dress+Green.png



Alternate: Something like this but with more armor and other protective gear and with a shorter hair (still black).
051510-melissa.jpg

BSN-Provocative-Club-Dress-Green.jpg




Fatality:

Love Toy: First, Jade uses her metal stick to shove inside the opponent's butt, startling him. Next, the weapon extends into a pole, vertically impaling the enemy through the shoulder and leaving him standing since the bottom of the staff is planted on the ground (blood dripping down the legs and pole is noted as he screams in agony). Then, the Edenian grabs the victim's face using both hands as if she's going to kiss him. After that, she rips off the head with those hands. Lastly, she places the head on top of the staff, impaled in the process.
 

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I think her overhead staff should be safer. Like she can block out quicker but not attack after quicker if that makes sense.


I also think she should be able to cancel out of strings with her EX glow.
 
Since I really HATE Frost's current form, I'd like to call dibs on some new moves that I have in mind for her, for MK10.
I'll be back when I have it better written out, and my ideas better collected.
 
Tanya
View attachment 3494

Moveset:

Fireball (Also in air): Just like the one in MKA. The enhanced version is bigger, stronger, and burns the enemy.

Cannon Drill: Same as the one in MKA. The enhanced version does more damage and hits higher at the torso first before stripping the opponent off his feet.

Split Kick: Just like the one in MKA but the enhanced version is faster and stronger.

Find Me: Just like Reptile's invisibility.

Blade Sweep: Tanya charges up to her foe and sweeps him off his feet with her Kobu Jutsu tonfa blades. With the enhanced version, she stabs the opponent to the ground after the sweep.

Flying Blades: She jumps up in the air and uses her tonfa blades to slash the opponent. (Similar to Mature's "Despair" special move from King of Fighters XIII.) The enhanced version is stronger, faster, and has a wider range that can attack a further enemy.

Spinning Blades: Tanya spins towards her opponent with the Kobu Jutsu blades, slashing him in the process. The enhanced version is faster and stronger.

Stabbing Fury: She uses her tonfa blades to stab the opponent several times. (Similar to Baraka's attack.) The enhanced version is quicker and stronger.

X-Ray:
Treachery: First, Tanya charges up to her opponent and stabs him by the ribs with her tonfa blades. Next, she jumps up on her enemy and does her MK4 neck break. Then, the Edenian does a Frankensteiner, tossing the victim away by grabbing his head with her legs.

Intro: Tanya walks into the screen in a seductive way. Next, once she stops walking, she says, "you must be a fool to fight me" and laughs like how a villain would. Then, she takes out her fists for her fighting stance.

Victory Pose: Tanya laughs and throws a fireball at the screen. Then flames appear all over the screen.

Fatalities:

Drum Beat: First, Tanya sweeps her opponent off his feet, making him fall on his back to the ground. Next, she grabs each of the enemy's feet with her hands and spreads his legs apart. Then, she stomps on the groin hard showing an x-ray vision of the damage. After that, the Edenian slowly tears the legs off with her foot still on the foe's pubic area. Lastly, Tanya beats the victim's face with his own legs until the head is knocked off of the body, decapitating him in the process. At the end, Tanya does her victory pose by holding both dismembered legs up in the air.

Slice and Dice: First, Tanya takes out her Kobu Jutsu tonfa blades and does an upward motion with them, slicing off the opponent's arms. Next, she uses one blade to slice the waist and the other blade to slice the neck. Then, the Edenian does a spinning thrust kick at the victim's chest, knocking off the upper torso apart from the head and lower extremities.

Costumes:

Primary: Similar to her MKA Primary (like the picture above) with something like this.
Tanya-MK-2010-Concept-Series-Mortal-Kombat-Game-Character-Fan-Art-by-ScorpionBlaze.jpg


Alternate: Similar to her MK4 outfit.
MK4-12_Tanya.jpg

@Critical_Limit: Agreed!
 
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SHANG TSUNG

MV1004_200.jpg

SHANG TSUNG’S COSTUME & ALTERNATE:
Shang Tsung can wear a skull cap with ponytail hanging out of the back like in MK2. He also can wear a traditional Manchurian Mandarin robe in gold fabric with a black vest over it and loose flowing pants and black shoes. It could be the younger Shang Tsung, and his alternate can be a traditional Manchu Mandarin robe in black fabric with golden vest over it and loose flowing pants and black shoes with both costumes having full circular wrists guards and a black sash with ribbons hanging down in the back like a flag football player. It can look like the picture below.

SHANG TSUNG’S SPECIALTY MOVES:
Morphs - He simply morphs into a different Mortal Kombat character and performs and fights in their style with their specialty moves.

Multiple Morphs Combo - Shang Tsung morphs into a series of Mortal Kombat characters/or the whole roster of Mortal Kombat characters at a rapid pace in a green florescent glow while executing a long drawn out combo on his opponent.

Soul Drain - Grabs opponent by neck in close range and raising them in the air. He then s back his other hand to drain the life’s energy from his opponent’s body while they struggle to loosen the grip of Shang Tsung‘s grappling hand. This results into a boost in energy for Shang Tsung but a drain in energy for his opponent. Maneuver can be executed in close range or from mid-range by motioning with backside hand in an open palm past his shoulder with forward hand clutched in a fist bent in towards him pulling in opponent’s soul.

Fireball Series – s back his hands to backside hip and shoots a series of one, two or three sequential flaming skulls towards his opponent.

Ground Fireballs - Motions with arms in rising motion, then flaming skulls shoot up from the ground in sequential order launching his opponent backwards in the path of the next flaming skull.

Orbital Fireballs - Motions with arms extended outwards from body perpendicular to camera lens and flaming skulls then shoot from palm of hands in an orbital motion colliding in towards opponent.

Position Switch - Switches position from where Shang Tsung was standing to where opponent was standing in the match while lit up in a green florescent cloud. This can potentially disrupt opponent’s plan of attack or combo set up by throwing off their rhythm or positioning.

Forward Dash - In one quick dash forward in a standing position Shang Tsung dashes forward towards his opponent in a cloud of florescent green allowing him to burst forward in sudden burst of aggression to launch an offensive yet unexpected geared attack towards opponent.

Retreating Dash - In one quick dash backwards in a standing position Shang Tsung dashes backwards from his opponent in a cloud of florescent green allowing him to regroup in a sudden act of defense yet unexpected motion of elusiveness away from opponent.

Internal Conflict - Shang Tsung partially extends his forward arm out and twists/jerks his forearm around to where the inner palm lights up in a florescent green and is facing towards him in a quick motion. This pulls his opponent’s soul out from their body into ground roll forward to eventually turn around quickly and face Shang Tsung’s opponent and fight against them in a series of combos and hits temporarily before disappearing in thin air in a flash of green florescent glow. It can look similar to Kenshi’s spirit move set except the soul jumps out of his opponent’s body in the form of a ground roll and transitions into a standing series of combos.

Soul Disabler – Shang Tsung partially extends both of his hands out and twists/jerks his hands back towards backside hip to where the inner palms on both hands light up in a florescent green and a cloud of florescent green depicting the soul of his opponent is pulled from their body. This results in a boost of energy from Shang Tsung and disables his opponent from using any specialty moves temporarily turning them black and grey momentarily.

Age Definer – Shang Tsung extends his forward arm out diagonally upward towards his opponent with open palm facing towards the sky. As a result a green florescent cloud projects in a rainbow motion from Shang Tsung’s body through his finger tips on to his opponent’s body to incase them in a green florescent flash of light for a second and then disappears. This then temporarily transforms his opponent into a mindless zombie causing opponent to move at an extremely slow pace and also causes Shang Tsung’s physical hits to cause severe damage and have more of an impact against his opponent.

Out of Body Experience – Shang Tsung partially extends his forward arm out and twists/jerks his forearm around to where the inner palm lights up in a florescent green and is facing towards him in a quick motion. This would pull his opponent’s soul out from their body into the palm of his hand in a green stream of mist. He then can proceed to thrust his hand containing his opponent’s soul forcefully to the ground in a punching motion bent down on one knee, or from a standing position, Shang Tsung can punch the inner palm of his hand containing his opponent’s soul and with each physical blow flashes of a green florescent light flare around his opponent. This would in turn cause his opponent to react as if Shang Tsung where physically hitting his opponent in the manner that he’s hitting their inner soul in the palm of his hand. It can function similarly to a voodoo doll with pins stuck into it except Shang Tsung would be punching/slamming it in the palm of his hand.

Soul Crush - From close range, Shang Tsung s back with his backside arm into the insides of his opponent's upper extremities with his backside forearm and hand lighting up in a green florescent glow and paralyzing his opponent where they stand. He then yanks back and jerks a holographic soul image of his opponent in his hand past his backside waist in a green florescent gaseous trail and crushes it into a green florescent gaseous vapors within the clinched fist of his backside hand. This causes his opponent to fall down to their knees in a florescent green gaseous outline of themselves while turning black and grey momentarily and gives Shang Tsung a chance to follow up with combos.

Soul Full - From close range and after a series of fluid hand motions by his backside waist, Shang Tsung thrust into a forward jab pose to which his forearm lights up with a florescent green glow within the insides of his opponent's chest and upper extremities redirecting a fluid stream of green florescent souls that incases his opponent's body in a flash of gaseous energy. This causes his opponent to flash in a series of random different Mortal Kombat fighters which overloads their sensory nerves, confuses and disables them to their knees from any motion. It also provides a chance for him to follow up into hand-based combos.

Legion of Assassins - From mid to long range Shang Tsung makes a meditative motion such as bowing his head as a Shaolin priest to praise Buddha and glows in green only to conjure up the souls of his famed Legion of Assassins in a cloud of green mist. An image of one of the characters appears out of thin air executing a signature move and knocks his opponent backwards in the air as it disappears in a green mists. Consequently from behind, an image of another character appears out of thin air executing their signature move and knocks his opponent back towards Shang Tsung in the air as the image dissolves into a green mist. Consequently, another image of a character appears motioning into a thrusting forward jab while fading into a gust of green mist. And finally, an image of a final characters appears overhead from a drop down sequencing transitioning into a falling flyinig punch on his opponent right before his image disappears in a cloud of green smoke. Altogether the manuever scores Shang Tsung with a series of four sequential strung hit combos before disappearing. It can look like the motioning of Smoke's series of punches except it would be flashes of other Mortal Kombat fighters performing signature moves before disappearing.

Soul Launch - From close to mid range, Shang Tsung leans and arches his back slightly to fling his arms back past his waist to illuminate himself in a green flourescent glow from head to toe. A series of soul apparations then circulates with one soul image flinging onto his opponent's body attaching and morphing them into a random MK character temporarily to where his opponent has to temporarily fight with that character's moveset before disorienting them after a short while. His opponent them morphs back into regular self after a green flourescent glow illumination.

SHANG TSUNG’S FATALITY:
Soul Possession - In much like his soul drain specialty move, Shang Tsung extends arm and grapples the neck of his opponent and raises them in the air. He then s back other hand, as soul like orbs float and orbit around Shang Tsung’s body. He then strains and cries while pulling the soul of his opponent out of their body. Opponent’s soul eventually flies into the ed back hand of Shang Tsung causing an illuminated glow to incase Shang Tsung’s body. Shang Tsung then drops the lifeless corpse of his opponent on the floor and strikes his winning pose.

SHANG TSUNG’S WINNING POSE:
Executes a series of formations motions from martial arts fighting style then poses.
 

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Li Mei
limei2.jpg


Costumes

Primary: Something like this.
mortal_kombat__s_li_mei_by_myiaorkhley-d420nh7.jpg


Secondary: A purple bikini with a marble design. Something like this but with more protection and armor.
kim-kardashian-bikini.jpg




Special Moves

Nova Blast (Also In Air): Same in MKA. Enhanced version is quicker and stronger with a bigger ball.

Flying Flurry: Same in MKA. Enhanced version is quicker and stronger and the last hit gives a strong blow, knocking the opponent off his feet.

Carnival Spin: Same in MKA. Enhanced version is stronger and faster.

Front to Back Flip Kick: First she does her "Flipping Heel Kick" (like in MKA) then she does a back flip kick afterwards. The enhanced version is quicker and stronger.

Fighting Style: Chinese martial arts with a chinese sword (such as her Kunlun Dao). She would be similar to Scorpion in from MK9 who also uses punches, kicks, and swords.

Fatalities

Fatal Kicks:

Nasty Needle: First, she goes behind her opponent and takes out her sword. Next, Li Mei impales the enemy at the back and pulls out the blade off the body. Then, she shoves the weapon inside the victim's rectum and pulls it out again as he hemorrhages out of his anus and scream in agony. Lastly, Li Mei decapitates the loser before the body even falls to the ground.

X-Ray
Flipping Brutality: First, Li Mei does her "Flipping Heel Kick". Next, she does her brutality attack (like her MKD fatality), attacking the opponent's pressure points and showing the x-ray damage being done. Then, Li Mei uppercuts the victim, breaking his jaw and sending him up in the air. She can follow up with hits for a combo after that.

Victory Pose: She demonstrates a combo of punches and kicks.
 
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Here's some ideas for another one of my favorite classic characters "Scorpion".

SCORPION

Scorpion's Motion Capture Bio.gif

SCORPION’S SPECIALTY MOVES:
Standard Harpoon - Throws signature harpoon towards opponent to impale them in chest and pulls/drags his paralyzed opponent over to where he stands gliding his opponent across the ground instead of stumbling across the floor to execute additional hits/combos while opponent stands disoriented.

Scorpion's Mechanic of Harpoon Throwing.gif

Reverse Harpoon – From close or mid-range, Scorpion takes a step forward with backside leg turning to face the his opponent parallel to the plane of their body and performs a series of quick hand motions and impales tip of harpoon in opponent’s chest from close range then throws/kicks opponent away from him either behind him or away from him towards the wall in front of him with a thrusting both of his hands in a quick push or with a front snap kick while they’re attached on rope to slam them on floor.

Ground Poke – From fighting stance, Scorpion thrusts his harpoon through the ground in a bent knee position only have it extend on the other side of the screen from the ground and to extend underneath his opponent’s feet to impale opponent in their upper torso causing opponent to clam up into a fetal position. He then recoils harpoon back in hand in swift motion and transitions into his fighting stance.

Ground Poke & Slam - From fighting stance, Scorpion thrusts his harpoon through the ground in a bent knee position and thrusts harpoon through the ground to have his harpoon extend out on the other side of the screen from the ground underneath his opponent’s feet to impale opponent in the back of his upper torso and propels opponent in air and then slam opponent with force to the ground causing opponent to bounce up and down against the ground on their back. Leaving opponents open for combos.

Teleport – Scorpion teleports leaving a blinking hologram imprint behind and transfers himself laterally across the screen behind his opponent, forward towards his opponent or to reappear and drop down vertically from the top of screen.

Scorpion's Flying Punch Pose or Teleport.gif

Upper Harpoon - Throws harpoon diagonally upwards towards a jumping opponent to impale them while in mid-air. Then Scorpion yanks his harpoon down to slam opponent on the ground diagonally past himself with force. Opponent bounces diagonally past Scorpion off the pavement from sudden impact of jerk bouncing off the ground directly behind him and leaving them open for combos yelling the phrase with ALOT of conviction “Get over here!” “Get down here!!” and “Come here!”

Tree of Life - Thrusts harpoon in crouching position down through the ground to extend on the other side of the screen from the ground underneath his opponent’s feet to strike opponent multiple times launching him in the air with each hit. Tip of harpoon impales opponent in mid-air interweaving across their body rapidly and hitting them multiple times to finally impale them in the back while in mid-air. Scorpion recoils harpoon back in his hand to jerk opponent down to the ground with force bouncing them up and down against ground.

Fighting Hologram – From standing position, Scorpion flings his intersecting arms backward and launches hologram an advancing image replica that executes a brief free-handed combo towards opponent then disappears in a blinking imprint.

Scorpion’s Tail - From mid to long range Scorpion thrusts harpoon in crouching position through the ground to extend on the other side behind opponent to impale them in the back paralyzing them where they stand and pushing his opponent forward a bit in mid-glide forward. It can be motioned similar to a Scorpion’s tail impaling its prey. The forward momentum can push his opponent forward with their arms outstretched and then he can pull his harpoon back by recoiling harpoon back in hand to jerk opponent backwards off their feet into a ground slam with force bouncing up and down slightly and disorienting his opponent to leave them open for a series of combos to follow up with a possible teleport.

Mid-Air Throw - Scorpion somersaults in the air to grab and throw his opponent leaning backward and thrusting his foot upward to launch his opponent up and over across the screen. Scorpion lands on his back face up and springs up with no hands to transition into his fighting stance.

Scorpion's Throwing Mechanics.gif

Chaotic Impale - Pulls his opponent by shoulder and thrusts his hand to the sternum of his opponent causing a multiple combo hit of Scorpion’s harpoon as it interweaves through the sternum and out of the back of his opponent, paralyzing them where they stand as they convulse from the multiple hits. He could then recoil the harpoon back into his hand while opponent drops to the floor on their knees, leaving them open for more combos to follow upon.

Hell-Spawn - Scorpion flings his intersecting arms backwards from fighting stance while a fiery inferno momentarily engulfs him and then disappears and forms his pupil eyes completely white. In this mode the physical punches and kicks have more impact with flashes of fire with each movement and he would move more quickly like being fast forwarded as if he were under the gun, in a state of panic/emergency or in a hurry. He also can perform a select few moves under this mode.

Whipper Snapper – Scorpion s back backside hand from fighting stance facing the camera, and throws his harpoon to impale his opponent in the chest. He then, instead of pulling the harpoon into him, he yanks down on the harpoon causing his harpoon to snap across the face of his opponent and have them grimacing in pain covering their face for a brief moment. This gives Scorpion an opportunity to execute a series of combos and hits on his disabled opponent.

Tangled Web - Scorpion s back backside hand from fighting stance facing the camera, and throws his harpoon to impale his opponent in the chest. He then, sequentially flash teleports randomly around his impaled opponent while wrapping his harpoon rope around and across the upper and lower extremities of his opponent. When opponent is fully wrapped and restrained, with the connected harpoon in Scorpion's hand, he can then forcefully yank back/jerk the harpoon back into retracting back into his hand, unraveling his opponent in mid-air, head over heels and topsy turvy in front of him only for his opponent to bounce up and down against the pavement for a possible air juggle or follow up combo.

Root Cause – Scorpion grabs his opponent by the hand and executes a half twist turning his back against the plane of his opponent’s body and throws them over his shoulder in a similar fashion as a Hapkido/Akido throw to the ground. While his opponent lies on the ground face up, Scorpion then kneels over their laid out body and thrusts into a crouching position on one knee driving his harpoon through the mid-section of his laid out opponent. The harpoon flows through his opponent’s chest as their body convulses from the multiple hits and then exits out the other side of the ground sporadically like a water geyser. Scorpion then recoils the harpoon back in his hand causing his opponent’s body to convulse once more from retracting the harpoon.

Ball Drop - From fighting stance, Scorpion, thrust his backside arm upwards towards the sky and launches his signature harpoon weapon towards the top the screen. He then yanks on the harpoon as leaverage device to launch himself into full fledged series of tightly knitted front somersaults in a rainbow like motion towards footbound opponent. He collapse into a kneeling disposition on top of his opponent on one knee pushing on their chest face up. He then throws a series of quick tempered punches to his opponent's face before transitioning into a forward groundroll away from his fallen opponent.

SCORPION’S FATALITY:
Hell Spawn – From long distance Scorpion flings his intersecting arms backwards and momentarily engulfs himself in fire going into to Hell Spawn Mode. He then performs a series of front and back handspring flips towards his opponent and in the end of the series of handsprings pops up into a series of front somersaults while spontaneously bursting into flames in mid-air. He then descends down into a flying punch to the ground and disperses a large backdraft of fire around his body that divides into two half circles above his head in mid-air and forms a large flaming skull. The skull then consequently dashes diagonally downward towards his disoriented opponent and explodes into a large backdraft of fire on the ground incinerating his opponent to thin air. Scorpion then strikes his winning pose.

SCORPION’S INTRO:
Scorpion ascends to the air from the ground in a backdraft of flames to land in a crouching position on one knee. He then stands into an outstretched posture with flames of fire rising off his body then disappearing. He then utters the phrase, “Somebody has to pay for what happened to the Shirai Ryu!”

SCORPION’S MID-MATCH TAUNT:
Scorpion flings his intersecting arms backwards by his waist igniting a flash of full body fire right before turning and walking back to his position on stage, adjusting his garments and then transitioning into his fighting stance.

SCORPION’S WINNING POSE:
Scorpion turns to the camera and raises his right arm in victory staring at the camera.

Scorpion's Winning Pose.gif

SCORPION’S FIGHTING STANCE:
Scorpion bounces back and forth in a stationary position with his backside arm raised up by the backside of his head as if insinuate throwing his signature harpoon while his forward side arm rest hanging down by his waist. It can look exactly how his stance looked in MK1.

Scorpion's Fighting Stance 2.gif
 

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