Since a lot of the other threads have tons of reactions to graphics, visual style, character skins, and overall impressions, I'm creating this thread specifically for people who want to discuss the gameplay mechanics of Mortal Kombat 1 as we get more information on them.
For a list of videos ordered by date, which is where most of the details are coming from:
Kameo Attacks
For a list of videos ordered by date, which is where most of the details are coming from:
Mortal Kombat 1 Gameplay Footage Archive
With many videos being released in just a few days, and a few different threads of them I'm going to do my best to organize them in a way that makes them easier to sort through. Let's collect all the videos here, and I'll order them by date and description. AUGUST 23 (NRS Visits) Length: ~18...
testyourmight.com
Kameo Attacks
- Have their own 'Kameo Meter', which regenerates on its own
- Most Kameo attacks seem to take half the meter
- Two types: "summon" which temporarily freezes your character while the Kameo comes out, "ambush" which can be used mid-attack without pause
- Kameos can't be called in during certain situations (for example, during some specific moves)
- Have a startup period with a hurtbox where they can be interrupted, and can be punished for small amounts of damage to your opponent
- Punishing a Kameo Attack puts the Kameo into a state where it's unavailable and meter regen is delayed
- A 'Kameo Throw' is available as your character's forward throw
- Each character has a list of separate aerial combo strings, etc in addition to normals/specials
- Some aerial strings contain ground bounces that enable you to continue a combo (only Sub-Zero has this in the demo build)
- Counters jump-ins and overheads, has enough recovery frames to punish quickly if baited
- Puts the opponent into a grounded state and allows a full-combo followup
- Prevents chip damage from being taken
- Prevents the opponent from gaining meter from the blocked attack
- Combo into fatal blow is now breakable, so a Fatal Blow link is no longer guaranteed full damage
- Has a 'startup flash' animation to make them more reactable
- Can't be done when your Kameo is already on screen, or is temporarily disabled from being punished
- Armored wakeups exist, can be armor-broken
- Summon Kameos can be used as a wakeup, may have some invincibility frames. There's only one delay timing.
- Dash can't be canceled with block, but can be cancelled with a movement option or an attack
- No run button