Variations are what gives Tricking endless possibilities and visual appeal. They are exactly what they sound like - a way to do a base trick in a different way. Each variation (for the most part) can be applied in every single base-move/axis-of-rotation and have a very similar visual effect across the different moves, the takeoff and axis just change. Variations can also be compounded on each other to create more complex and visually interesting moves.
The most popular, basic variations are listed below as a variation of the Corkscrew.
Pretty simple to understand. The round kick variation at the end of the move does not affect the total rotation, it does require that the performer open up sightly early, but it still lands in complete.
The Shuriken and Illusion variations are very similar, mostly dependent on the axis and the landing leg. The Shuriken is an outside crescent kick that lands in complete and the kicking leg while maintaining some level of inversion, whereas the Illusion is an outside crescent kick that lands anywhere from hyper to complete on both legs (turbo).
Similar to a gymnast's pike position, the Double Leg variation is based on the Double Leg (duh) and can be appended to the end of a move without changing the amount of in-air rotation and landing in complete.
Similar to a gymnast's straddle position or "split-kick", the Crowd Awakener variation can be appended to the end of a move without changing the amount of in-air rotation and landing in complete. The Crowd Awakener variation can be learned by mastering both the Round and Shuriken Variation, and doing them at the same time.
The Feilong variation is an outside crescent kick (shuriken) subsequently followed by a round or front kick and can be appended to the end of a move without changing the amount of in-air rotation and landing in complete. The Feilong variation can be learned by mastering both the Round and Shuriken Variation, and doing them at the right after another.
The Swipe variation is a hyper variation where an inverted, hyper'd (landing on the kicking leg) round is thrown at the end of a move.
The Hyperhook variation are twists that are landed in hyper with a hook kick appended to the end.
The Knife (also known as Jackknife or Swipeknife) variation is a swipe + hyperhook thrown at the end of a move.
The Scissor (formerly known as scissor-swipe) variation a twist-kick (inside round), typically forcing half-twists to land in mega.
The Late-Round/Mega-Round variation is where the base move lands in mega and performs a round kick at the target.
The Gyro variation is synonymous with an extra twist appended to the end of a move.
The Snapu variation is a Swipe followed by another twist/gyro.
The Kyro variation is a Hyperhook followed by another twist/gyro.
The Pizzaboy variation is a swipe followed by a late/mega round.
The Hawkeye variation is a Hook kick executed with the "round kick leg".