Mortal Kombat 11 Ultimate features one of the better custom move systems in the FGC. While not every option makes a difference, character playstyles are extremely flexible. You can even counterpick without changing fighters!
The MK11 Open Series is no stranger to variety with or without customs. ArnKratos won a Weekly Invitational using RoboCop and Biohazard runs Nightwolf’s Moonfall ability. There’s consistently more character diversity than the average event.
This scene is a testing ground for players looking to try new things ranging from custom experiments to competitive play. Hosts Ketchup and Mustard said the ability to change moves only further amplifies character variety thanks to three types of players.
How to Find the Best Custom Move Variation for You
Custom move variation users can be split into three categories:
- Tournament Variation Hybrids
- New Moves to Competitive
- Best Available Moves
One option isn’t definitively better than any of the others because you have to factor in personal preference, character, and playstyle. For instance, maybe you do exceptionally well with one move on a specific character that’s a little too high risk, high reward for the average player. It might sound overwhelming, but the flexibility and experimentation are part of the fun.
Let’s start with the best way to ease into custom move variations.
Tournament Variation Hybrids
Changing one move at a time is the best way to understand specific changes.
First, select your preferred tournament variation moves. Next, swap your least favorite or reliable option for something new.
Mustard used the example of Noob Saibot Seeing Double: (Air) Teleport, Shadow Slide, and the unblockable ball. He explained the unblockable ball was usually never the best option in a given situation, so people replaced it with launching teleport to complete their custom set. Seeing Double players improved without changing how they play because (Air) Teleport, a familiar option, now sets up a combo.
After you test a few options individually, you’ll want to try new combinations.
New Moves to Competitive
Preset Tournament variations meant players never bothered with a lot of moves. Fortunately, freeing these new tools makes characters like Nightwolf and Kung Lao feel fresh. Nightwolf’s tomahawk sets up pressure, while Kung Lao’s buzzsaw terrorizes opponents in the neutral.
Whether you’re gung ho customs or cautious about changing your playstyle, it is in your best interest to spend time experimenting with most of the roster’s options. The lack of matchup knowledge might be enough to eliminate you from a tournament.
One way to prepare for custom variation matchups is to research the best available moves for every character.
Best Available Moves
Some character specialists want to use the “best possible moves” for a given fighter. This is debatable due to balance patches and people discovering new tech, but for some characters like Cetrion, players have generally reached a consensus on the best abilities from all of her variations: the teleport, tornado, and ground pound.
Join the community and discuss what moves give your main the best results.
Tip: Set Up Custom Variations Before Going Online
Remember to set up custom variations before playing any matches online or entering tournaments. There’s no way to edit or create new movesets in the online menus. Players are limited to the variations they made offline.
Tip: It is Okay to Not Use Custom Variations
Customs aren’t mandatory. If you prefer to main one of the classic tournament variations, then go ahead. Most Spawn mains select The One and there’s nothing wrong with that.
How have Custom Variations Impacted the MK11 Meta
The Mortal Kombat 11 Ultimate competitive community was understandably nervous when custom variations were let loose at launch. Some titles like Super Smash Bros. for Wii U featured overpowered options (Donkey Kong with windboxes) and moves that made little to no changes (One variation was typically weaker and quicker while another was slower and stronger) for most of the cast. Mortal Kombat 11 is completely different.
NetherRealm Studios created a system to help balance custom movesets in two ways. The first is banning some options such as Terminator’s Exoskeleton. The second is blocking specific combinations like RoboCop’s Flamethrower and Terminal Strip on the same variation. NRS said these decisions will support a healthier meta as players continue to discover new tech.
The result is nothing short of a tier list shuffle. According to Ketchup, some of the weaker characters are now stronger and there’s more reward for grinding characters in the lab. Don’t just take his word for it, join weekly MK11 Open Series tournament streams for a taste of the bracket’s unpredictability.