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Mortal Kombat 11 Gameplay/Mechanics Discussion

spidey300

Warrior
I loved the feel of mkx rushdown. that in your face combat. i would like for run to stay though. why get rid of movement options?
 

villainous monk

Terrible times breed terrible things, my lord.
I think that type of gameplay mechanic can be interesting, I'd just rather see it as a separate thing, and not a universal tool like taunting. Like how different characters in MKX could choose to go for Buffs like health/damage/etc by doing a certain special move. Or do it as a universal move, just not as a taunt.
I tend to think the opposite. Like cutthroat Kano for example. Because he was so good with a buff, armoured buff & invulnerable to attacks on the start up frame his other variations became null.

That's what I really want too see less of on some characters while the others don't have anything to respond with.

But I see your point and it's also very valid has that will be the case regardless.
 

ismael4790

Stay focused or get Caged
I'm curious to see how they approach armor and wakeups in this game considering how much they changed over the course of mkx
Pretty sure that there will be no armor launchers in mk11, with last mkx patch they tested the waters in that department. But I expect all chars to have some sort of armor move. Also wakeups might have invincibility as in mk9.
 

Sairose

Possible ChaosRealmer
On a sorta off-topic note, I hope Mortal Kombat 11 has strange transitions like MK3/UMK3/Trilogy. It always kinda bugged me that people consider it an Injustice thing even though MK did it first and there's so much potential in world-exploring.
 

Error404

Kombatant
I'd like corners to have different properties this time. Something more inline with tekken. Instead of just letting you get 3 jab strings in a combo , as opposed to 1 or 2
 

smaddy

I'm your huckleberry
change switch stance to the run button (if run is still in the game) or just go back to dash mechanic/cancels. Also have the switch stance/run button be push block button while blocking, to prevent accidental push block.
 

fr stack

Noob's saibot or noob saibot's?
wrote out a post earlier for some reason it never posted ... here's an edited version

you get ten specials each with different utilities: movement , armour , buffs etc maybe 2-3 of each archetype to choose from , but you can only use say seven of the ten. much like the variation system you'd have to learn all the specials to be ready for any special *variation* .

just my own little theory on what the new shit might be
 

buyacushun

Normalize grab immunity.
Overall System Mechanics
  • If stamina is in, backdash is free or at least costs as much as run. I think retreating being free and pressure/advancing costing is fine. Stamina should only be used for movement/stances, so you can move and still break a combo. (Breaking a combo could still empty stamina)
  • Anti Airs be a mix of tools to cover different ranges/angles. Instead of just D2=AA from injustice.
  • If throws are still 50/50s then allow throw break while holding block button. Personally I think you should be allowed to throw break as long as you're at neutral.
  • Meter gain for defender & attacker on hit/block.
  • You should be able to do a wake up move any time.
  • I'd really like to see a counter hit system in place.
Normals/Strings
  • More utility spread across more moves. Some characters feel like "here's the footsie and pressure string" and "These two are mixups" so you mostly stick to 2-3 strings until you get a hit.
  • Less strings that "do everything". A lot of strings have the speed/range/safety with the ability to confirm. Would make the characters more interesting.
  • Keep implementing things like crush property and gaps.
  • If crouching normals don't combo into anything at least make it so on hit you don't have to guess between doing 2-3 more D1s and actually pressing your advantage.
Features/Extras
  • Include the rollback netcode, ping numbers, wifi indicator, and it's region free.
  • Full fledged ranked mode with actual tiers used for matchmaking. Best of 3. Make sure to handle RQs properly.
  • The ability to search for "tournament" casual matches separately from the customization legal casual matches.
  • In lobbies you have to confirm you're ready to start a match.
  • Any extra modes (like test your might) can be played online.
  • In game frame data is correct as well as an explanation for the what the values mean and how to use them.
  • Extra hype to have frame data displayed in real time.
  • Tutorial covers more than just what the buttons do. Explain fighting game theory and terms. Do starter tutorials for every character covering things like what they excel at and overall style.
There's probably more I could ask for. A more thorough training mode.
 

Gamer68

Fujin!
Krushing Blows
  • Could be sort of like Crush Counters from Street Fighter V? Basically if your opponent whiffs something and you punish them with a specific attack, it opens them up for a combo that normally wouldn't be possible.
  • Could also be a Guard Break. This would work in one of these ways:
    • Certain attacks have Krushing Blow and can break your opponent's guard
    • Or each player sort of has a "defense meter" and you can only block for so long before getting guard broken. Kinda similar to SoulCalibur.
Supers
  • Seems to be replacing X-Rays, maybe they are doing these because there will be multiple Supers for every character?
    • If this is the case it could mean every character has command supers similar to other FGs, that way you can have all supers available at one time, and you just command the one you want.
    • Or what I feel would be more likely: it's an option for Custom Variations -- not only will there be multiple specials you can choose and equip, but there will be multiple Supers you can choose from and each has a different start-up so they are good in different situations.
 
just comparing to mkx. i am guessing much more 50/50 than injustice

edit to elaborate more. injustice was not a block button game so there was a cross over/non cross over element which mk will not have with a block button. a block button in injustice would have taken a lot of mix out such as batman post grapple vortex. MK relies more on the 50/50 high low mix since the cross over game is non existent.
i did understand what you said in the first post. now you explained me the difference between inj2 and mkx, lul.
my point still stands: even if mk11 became an aggressive game it does not means that it will be like mkx. its uneducated and dumb to assume that. thats what i said. i doubt that mk11 will be a mkx legacy game or something like that.
 
I like the idea of Supers replacing X-Rays cause for 2 games now X-Rays might as well not exist in competitive play. Hopefully X-Rays will be gone in place of more fluent Supers that will keep the fight moving at a faster pace.

They should have more than one Super as well so the characters have more options.

Get rid of Combo Breakers and make some kind of push block or parry mechanic that pushes the opponent back.

Combo Breakers take away the ability to use Supers more strategically in competitive play. Have a new defensive mechanic and get rid of Combo Breakers.

Some characters need to be built around their Supers as well.

Brady in MK9 days when he did his guides spoke on Sub Zero not using meter because he should be saving it for X-ray. You need more characters that are like that on a defensive level. If people get hit it should be back to the old school days where you hold that.

Make the Run function like UMK3. I didn't like how they made running in MKX. They need to change that! Don't make running as aggressive and just make it a simple button press like the old MK games.

Improve walk speed of characters. Do not have characters like Kung Lao in MKX where walk speeds are terrible.

Take away stamina the exact same way as MKX if you punish some one running in.

Tone down jump in attacks so they are easier to anti air if you get your timing good.

Make each character have different anti airs. Not everybody should be able to anti air with a standing jab. Some should have different normals assigned to them for an anti air.

If you have interactables then have them just as good defensively as offensively.

Tone down 50/50s. Hopefully the rumored Krushing Blows can be something you can use to open your opponent up. Less emphasis on guessing!