The MK11 New Meta and Gameplay Info Thread

Discussion in 'Mortal Kombat 11' started by CrimsonShadow, Jan 17, 2019.

  1. The option when to use Krushing Blow is pretty fucking cool.
    chrisofrays likes this.
  2. Ger187

    Ger187 Noob

    Does somebody know if the fatal blows are safe on block?
  3. Rearawt

    Rearawt Noob

    They're not, Geras' is -17
  4. Ger187

    Ger187 Noob

    Cool thats good
  5. Slymind

    Slymind Noob

    I think krushing blows will be interesting because they will push players to use every string available. Usually in MK and Injustice, the players just stick to the optimal strings, now there will be a reason to make use of strings that otherwise wouldn't be of much use.
  6. Vslayer

    Vslayer Holla if you wanna get Caged.

    Yup! And not to mention there's an option that lets you trigger CB's if you hold the button of the specific CB attack so you can choose when to trigger them and then explore even more combo options that way. I can't wait for this game, even if the gameplay is slower like SFV I'm glad I won't have to do run cancels anymore. We're going to be able to really focus on footsies and learn different ways to extend combos.
  7. As someone who hasn't followed the discussion much: why is getting rid of the running a good thing? I thought running was good by itself, just bad in the sense of "run in, do 50/50". Without the heavy 50/50-focus, what's the reasoning behind removing run? Personally, I'd rather have running than Tekken seizure mode wavedashing / MK9 crabwalk bonanza.
    aldazo likes this.
  8. SaSSolino

    SaSSolino Please Shang, I need you in MK11. Don't leave me.

    Because such strong mobility weakens the neutral game, and matches are more about who can keep their turn going for as long as possible. That doesn't reward fundamentals and it get frustrating after the initial hype for the game is gone.
    STB Sgt Reed likes this.
  9. kabelfritz

    kabelfritz Noob

    i hope they change fatal blows to not return if missed. at least for competitive.
    aldazo, Ger187 and SaSSolino like this.
  10. galaxyjack

    galaxyjack Noob

    Does anybody know if there are different basic and kombo attacks for different variations like in MKX or we will only be able to customize special moves?
  11. kabelfritz

    kabelfritz Noob

    baraka has a "special" which when you add it in the menu makes a punch string be executed with the blade. i guess stuff like that will be in.
    galaxyjack likes this.
  12. Vslayer

    Vslayer Holla if you wanna get Caged.

    We know that special moves will be one thing we can change in those variations, but I don't think they specified anything about being able to change certain strings. That's how it was in MKX though, so there's a chance it may be like that too.
    galaxyjack likes this.
  13. CrimsonShadow

    CrimsonShadow Administrator and Community Engineer

    Looks like normals/strings too. Scorpion has some stuff outside of specials that's variation-dependent.
    galaxyjack likes this.
  14. LOL I have to agree with that. So far MK11 seems to have fixed this quite well. I can't say i recall anything that looked overly bad with regards to janky movement due to dashing/blocking. Still early days though.

    Yeah, latest K&M video on Scorpion shows this. Pretty much seems to be like MKX - different specials /normals/strings.
  15. SaltShaker

    SaltShaker In Zoning We Trust

    Quick question about the KB.

    It's been confirmed that you can only use one type per match, and that the character can have a range of them (one character might have 5, another might have 6). Different parameters and damage. However, with combos-

    Say you won round one without having to use any, but qualified two of them. So then is it X) two separate KBs can combo together or Y) it is restricted to one KB per combo regardless?

    I'm thinking, if you can strategically link two KBs into a combo (say one near the start and one near the end) you may be able to pull off some major damage in a round. I've seen a KB combo end in a FB, but not a double KB combo. Can anyone confirm you can do this or has it been mentioned on stream that I missed?
  16. CallMeTetris

    CallMeTetris draxx them sklounst

    about 5:20 in

    you can def do more than one per combo, k&m do it in the video they put out a few days back. afaik there's no limit on how many you can do in one combo.
    SaltShaker and trufenix like this.
  17. BSJeebus

    BSJeebus Future Karate Expert

    It will be insane if someone manages to perform all of a characters Krushing Blows in one combo. It would essentially be an X-Ray.
    aldazo likes this.
  18. Kenshi_mk

    Kenshi_mk Noob

    It would not be insane, it would impossible since you can only do ONE Krushing Blow per game.
    EDIT: Nevermind, I was wrong.
    Last edited: Jan 23, 2019
  19. Rearawt

    Rearawt Noob

    You can do EACH Krushing Blow once per game.
    aldazo likes this.
  20. trufenix


    It looks like with the exception of his grab krushing blow Baraka already can.
  21. Ger187

    Ger187 Noob

    What you mean is the fatal blow
  22. SaltShaker

    SaltShaker In Zoning We Trust

    Mannnnn. The combo potential in this game is going to be insane.
  23. Kenshi_mk

    Kenshi_mk Noob

    Wait I'm not too sure anymore. Krushing Blow is that conditional X-ray thing-y stuff right? And Fatal Blow is the life-based Super?
  24. Rearawt

    Rearawt Noob

    Yes, and yes. You can do each one of a character's Krushing Blows once per match, all 5-6 of them. Fatal Blow is also once per match.
    Kenshi_mk likes this.
  25. Ger187

    Ger187 Noob

    Yes fatal blow is what you get for free when you have 30% left and only once per match
    Kenshi_mk likes this.

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