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As for "Variations", as much maligned as the system was -- largely due to the white noise from the "pro" / e-sports sector (i.e., them all gravitating towards and "best Variation") -- the system was the best of the ability customisation set-ups NRS have coughed up so far. One, because it made the same character playable in three, usually distinct ways; two, because most of the "Variations" still felt more "komplete" than any combination that the nonsensically restrictive MK11 system allowed for; and lastly, because it forced NRS to concoct a lot more specials than they otherwise normally do for a character. So, even if some "Variations" weren't as good as others, that had very little impact on the diversity that "Variations" provided among the roster.
Conversely, in MK1 -- and assuming that I'm seeing the complete move lists for characters -- most of the roster have only four or five special attacks; of which some are just variations on what they have under another names. An example being Sindel, who seems to be a very basic, projectile spammer archetype, with her iconic hair hardly playing any meaningful part in any of her specials (in the Kombat Kast, her hair seemed to be nearly exclusive to normals and the cut-scene Fatal Blows / Fatalities). As much as I'd prefer a character who has full and unfettered access to their entire abilities suite, if that has to come at the expense of having a broad toolkit to play with, I'd take "Variations" any day of the week.
Pple don't understand. That is why MK11 was so balanced. It had less moves and more clear cut variations. MK1 might never hit that same level of balance cause it has way too many moves. Which means it could be a year+ before it feels balanced.
Oh don't you worry. The first 2 months of MK1 there will be plenty of infinite combos. There are infinites coming out of the betas already. They look impressive btw.
Every time there is that greedy mofo that exploit some broken mechanic to rack up 1000 wins in a week.
we need a bit of chaos for a while