Learning what triggers these, and when to use them, is going to be a huge part of truly mastering Mortal Kombat 11.įinally, there’s the Fatal Blow. When certain criteria have been fulfilled, such as landing an attack as a counter hit or after performing a specific amount of special moves, using a move that triggers the crushing blow will result in a X-Ray shot of your opponent’s innards being scrambled, before adding additional damage or allowing for a unique combo opportunity. Gone is the Stamina meter, which allowed players to dash at their opponents and apply relentless ‘rushdown’ offensive pressure, instead going for a much more traditional fighting game approach.”Īnother new mechanic is the ‘Krushing Blow’. “Mechanically, it is a slower game than its previous instalment. Risky, but can be the difference between life and death. Defensive meter can be used to perform ‘get up’ attacks, knocking opponents away as they try to continue their assault after a knockdown, rolling out of a corner or for a ‘breakaway’, causing you to fall, fully armoured, out of a juggle combo at the cost of both pips of the defensive meter. Some will launch an opponent into the air and grant new combo opportunities, while some will simply gain a whole load of extra damage. Some Special Moves can be ‘Amplified’ by hitting R1/RB at certain points during the animation, burning one bar of the offensive meter and granting the attack different properties. Traditionally, these build when giving or receiving damage, but in MK11, it’s more like a cooldown timer in a MOBA or MMO, which in 2019 is something far more people will be familiar with, given the popularity of those genres.
Looking for those hits in mid-screen and converting them into damaging combos, pushing your enemy back to the corner where you can begin inflicting some tricky situations to break through their defenses.Ī new approach to fighting game resources comes in the form of separate offensive and defensive meters – each one two bars and refilling automatically once used. Gone is the Stamina meter, which allowed players to dash at their opponents and apply relentless ‘rushdown’ offensive pressure, instead going for a much more traditional fighting game approach. Mechanically, it is a slower game than its previous instalment.
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Ultimately, it’s time-bending nature is little more than an excuse to bring back loads of canonically dead characters, but for fans of the series this is going to be a joy to watch unfold. The single player story mode is little more than a series of scraps against AI, bookended by some cutscenes.īut what cutscenes they are: absurdly high production and a story, which has the big bad Khronika rolling back the literal sands of time to prevent Raiden from ever bringing order to the various realms. It is an incredibly slick, polished and content rich game. Out of all of the current batch of fighting games, Mortal Kombat 11 has the strongest showing out of the gate. Mortal Kombat X was a huge success, proving that MK still carried substantial weight within the gaming community as a whole and, with each release since MK9 (including the two Injustice titles) they’ve honed their products into something that offers everyone in their substantial audience something to get their teeth into, regardless of what they come to the table expecting. Mortal Kombat 11 attempts to merge these two worlds and, in the process, dominate the fighting game market. They’re not going to reach further than the game itself when looking for guidance when it comes to improving and, ultimately, they’re going to want to be entertained by content designed primarily for the single player. Your average fan of Ken and Ryu doesn’t necessarily want to spend their time in a woefully unequipped training mode drilling combos just to get absolutely blasted once they step online.
However, there’s a distinct divide between the hardcore and the casual audience when it comes to this genre.