Mortal Kombat 11/Stages: Difference between revisions

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== Kronika's Keep ==
== Kronika's Keep ==
<br>
{{FP Box
| content = [[File:Mk11-keep.png|thumb|center]]
<center>'''Kronika's Keep
Introduced in the Aftermath expansion, this unique stage features strong environmental interactions that focus on 50/50's and kombo extensions.'''
<br>
''4 Environmental Interactions total, 2 Jump type and 2 Kombo-Ender type interactions''</center>
}}
<br>
{{MoveData
| name    = Left Time Orb
| input    = INT
| image  = SUB AbilityDeepFreeze.png
| caption = FREEZE!
| image2    = SUB AbilityDeepFreeze.png
| caption2  = Downward arc (D+INT)
| data  =
{{AttackData-MK11
  | damage      = 20.00 / 22.50 / 2.25
  | guard      = Mid
  | startup    = 23
  | active      = 2
  | recovery    = 00 (To Be Determined)
  | cancel      = N/A
  | hit adv    = 178 (Default)
  | blk adv    = 3 (Default)
  | f/blk adv  = 3 (Default)
  | cost        = 1 DEF
  | description = Despite not strictly placed in the corner it can only be used by the player on the left side in the corner. This relatively fast environmental interaction throws a mid projectile that has a really high arc for anti-airs compared to most projectile interactions with a modified downward arc aiming REALLY far down. It stuns the opponent on hit for set amount of time during which you can start any kombo you want and is safe on block. One of the better overall environmental interactions in the game.
* Slow Meter Regen Rate (16.5 seconds)
}}
}}
<br>
{{MoveData
| name    = Right Beast Skull
| input    = INT
| image  = SUB AbilityDeepFreeze.png
| caption =
| data  =
{{AttackData-MK11
  | damage      = 100 / 22.5 / 2.25
  | guard      = Mid
  | startup    = 27
  | active      = 4 (Default)
  | recovery    = 31
  | cancel      = N/A
  | hit adv    = 41 (Default)
  | blk adv    = 8 (Default)
  | f/blk adv  = 8 (Default)
  | cost        = 1 DEF
  | description =
* Slow Meter Regen Rate (16.5 seconds)
}}
}}
<br>
{{MoveData
| name    = Left Spear
| input    = INT
| image  = SUB AbilityDeepFreeze.png
| caption =
| data  =
{{AttackData-MK11
  | damage      = 200 / 22.50 / 2.55
  | guard      = Low
  | startup    = 23
  | active      = 2
  | recovery    = 54
  | cancel      = N/A
  | hit adv    = 1
  | blk adv    = -19
  | f/blk adv  = -19
  | cost        = 1 DEF
  | description = While it is -19 on block it offers significant pushback on block, making it more difficult and character-specific to punish. A decently fast low if you have any overheads in your strings you'd like to transform into a 50/50 mixup with.
* Slow Meter Regen Rate (16.5 seconds)
}}
}}
<br>
== Lost Hive of the Kytinn ==
== Lost Hive of the Kytinn ==
== Retrocade ==
== Retrocade ==

Revision as of 01:17, 7 July 2021

Stages

All Environmental Interactables can be modified by pressing BLK to grant immediate armor at the cost of 2 Offensive bars at Fast Meter Regen Rate (8.5 seconds). It does not change the frame data, only adds armor that can be broken by Armor Breaker attacks. Environmental Interactions are labeled the following:

  • Jump type: Allows the user to do a far jump towards and past the opponent either from the wall or from an object on the ground. Certain kinds can be modified to also do a jump attack on the way down
  • Projectile type: Allows the user to throw a projectile, can be modified
  • Kombo-Ender type: Allows the user to attack the opponent, will typically end a kombo without being continued
  • Kombo-Starter type: Launches or stuns the opponent, allowing the kombo/juggle kombo to be continued or started
  • Hybrid type: An environmental interaction that changes it's type when modified or if previously used


Black Dragon Fight Club


Mk11-fight-club.png
Black Dragon Fight Club

An underground fight club hosted by the Black Dragon Clan situated in Russia. Kano can be seen in the background enjoying the brawls if he's not already participating.

4 Environmental Interactions total, 2 Jump type and 2 Kombo-Ender type interactions


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Takes you directly to the Left Chainsaw, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.

  • Slow Meter Regen Rate (16.5 seconds)
  • WILL NOT be usable until opponent is within range of interacting with Left Chainsaw or closer to user
Left Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF

Placeholder Description

  • Slow Meter Regen Rate (16.5 seconds)
  • WILL NOT be usable until opponent is within range of interacting with Left Chainsaw or closer to user


Left Chainsaw
INT
SUB AbilityDeepFreeze.png
I smell a massacre...
Damage Guard Startup Active Recovery
170.00 / 22.50 / 2.25 High 24 2 52
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 10 -19 -19 1 DEF

Due to being duckable and unsafe on block, this interactable is more useful as a Kombo under for added damage along with its faster startup frames.

  • Normal Meter Regen Rate (10 seconds)


Right Sledgehammer
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
200.00 / 22.50 / 22.5 Overhead 33 2 40
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -1 -5 -5 1 DEF

Extreme pushback on block. Due to longer startup this is more useful as an Overhead mixup if your string contains any lows, and it's a safe 50/50 mixup as well.

  • Normal Meter Regen Rate (10 seconds)


Right Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Takes you directly to the Right Sledgehammer, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.

  • Slow Meter Regen Rate (16.5 seconds)
  • WILL NOT be usable until opponent is within range of interacting with Right Sledgehammer or closer to user
Right Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF

Placeholder Description

  • Slow Meter Regen Rate (16.5 seconds)
  • WILL NOT be usable until opponent is within range of interacting with Right Sledgehammer or closer to user


Black Market Alley


Mk11-market.png
Black Market Alley

You can buy anything here, especially if it's a bad time. It's a stage full of fast meter regen rate interactions that encourages their liberal use in this black market playground.

4 Environmental Interactions total, 2 Jump type and 2 Projectile type interactions


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Rate my setup
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Even though it cannot be modified to do a jump kick it has a fast meter regen rate which is really rare for environmental interactions. Because the opponent can expect no possible attack to occur from the interaction it's recommended to spend the meter to armor up just in case, though you still will be vulnerable upon landing.

  • Fast Meter Regen Rate (8.5 seconds)
  • Cannot be modified to do a kick


Flaming Oil Drum (Aimable)
INT
SUB AbilityDeepFreeze.png
Default arc
SUB AbilityDeepFreeze.png
Downward arc (D+INT)
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 27 9 (Default) 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 46 (Default) 14 (Default) 14 (Default) 1 DEF

Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing distance from your opponent, it's angle can be modified for a move downward throw but it doesn't really change much.

  • Fast Meter Regen Rate (8.5 seconds)
  • Pushback not affected by Flawless Block


Center Generator
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 72 N/A 71
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

While this jump-type offers no jump kick modification, the user is able to use any of their own attacks during the animation. Lookout for powerful air special moves during its use!

  • Fast Meter Regen Rate (8.5 seconds)
  • Jump attacks can be used during the animation of this Environmental Interaction


Right Lamp
INT
SUB AbilityDeepFreeze.png
SUB AbilityDeepFreeze.png
Downward arc (D+INT)
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 23 5 (Default) 16
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 8 6 (Default) 6 (Default) 1 DEF

Smaller projectile but comes out even faster than Left Oil Drum, this projectile is still useful for its immense pushback on block.

  • Fast Meter Regen Rate (8.5 seconds)


Cyber Lin Kuei Assembly


Mk11-assembly.png
Cyber Lin Kuei Assembly

Heart of the Cyber Lin Kuei Initiative, this highly mobile stage is a favorite for its unique projectile interactions that can launch or extend your kombos.

4 Environmental Interactions total, 2 Jump type, 1 Projectile type and 1 Kombo Ender interactions


Left Spinning Blade
INT
SUB AbilityDeepFreeze.png
What's happening back there I wonder?
Damage Guard Startup Active Recovery
190 / 22.5 / 2.25 Mid 26 3 50
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 21 -16 -16 1 DEF

Because of its short usable range it can be more difficult to use as a kombo ender, especially for kombos that have a lot of forward movement. What's cool about this Environmental Interaction is it's large range for keeping the opponent from pushing you further into the corner.

  • Fast Meter Regen Rate (8.5 seconds)
  • Cannot be modified to do a kick


Left (Air) Jumping Screen
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 68 N/A 67
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.

  • Normal Meter Regen Rate (10 seconds)
  • Can modify the direction of the jump by either holding left or right
  • Jump attacks can be used during the animation of this Environmental Interaction


Right (Air) Jumping Screen
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 68 N/A 67
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.

  • Normal Meter Regen Rate (10 seconds)
  • Can modify the direction of the jump by either holding left or right
  • Jump attacks can be used during the animation of this Environmental Interaction


Right Smoke Bomb
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
108 / 22.5 / 2.25 Mid 21 2 (Default) 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 81 (Default) -3 (Default) -3 (Default) 1 DEF

Drops the opponent from above in front of the user for a juggle kombo, this projectile cannot be modified and keeps fairly low to the ground. Great for projectile trades, just be mindful the opponent can easily jump over it.

  • Fast Meter Regen Rate (8.5 seconds)
Right Freeze Bomb
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 21 4 (Default) 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 139 (Default) -3 (Default) -3 (Default) 1 DEF

Only accessible after consuming Right Smoke Bomb. A projectile interaction that stuns the opponent by freezing them. Allowing for an easier time to side-switch with the opponent if you want to on hit.

  • Fast Meter Regen Rate (8.5 seconds)
Right Launcher Bomb
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 21 2 (Default) 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 52 (Default) -3 (Default) -3 (Default) 1 DEF

Only accessible after consuming Right Smoke Bomb and Right Freeze Bomb. It's still a mid-guard projectile it launches the opponent into the air towards the user for a juggle kombo.

  • Fast Meter Regen Rate (8.5 seconds)


Dead Pool


Mk11-dead-pool.png
Dead Pool

The return of a klassic stage, this stage has a wide variety of environmental interactables that differently shape the dynamics of its left and right wings.

4 Environmental Interactions total, 1 Jump type, 2 Projectile type and 1 Kombo-Starter interactions


Left Spinning Gear
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Low 26 4 42
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 16 (Default) -2 (Default) -2 (Default) 1 DEF

Sends a projectile running along the ground that is safe on block. At close distance it's -5 on block, making it a fairly useful mixup if the user has an overhead the opponent might otherwise expect to be blocking if they're not paying attention.

  • Fast Meter Regen Rate (8.5 seconds)


Left Charred Corpse
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 26 9 (Default) 14
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 44 12 12 1 DEF

A large projectile with low recovery, has plenty of frame advantage on hit and block. If the opponent is in the corner this environmental interaction can be used to push the opponent back into said corner and subject them to continued pressure and offense after with its frame advantage.

  • Slow Meter Regen Rate (16.5 seconds)


Right Acid Pulley
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Overhead 50 70 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 10 8 8 1 DEF

Throws a wall of acid behind the opponent at close distances, stuns the opponent on hit which can be confirmed into a kombo. Because it stays active after the user's recovery animation, the opponent can be pushed into the acid while the user walks, remaining in a neutral state for free pressure or can be hit-confirmed into a full kombo. Particularly useful for a standing reset from a string into continued offense as the startup is long enough for the opponent to return to neutral state before they realize they're being setup.

  • Slow Meter Regen Rate (16.5 seconds)


Right Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

If the opponent is closer, it can throw the user behind them. However it can be risky due to the recovery frames.

  • Slow Meter Regen Rate (16.5 seconds)
Right Wall Jump Modified
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70 / 22.5 / 2.25 Overhead 31 7 (Default) 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 11 (Default) -2 (Default) -22 (Default) 1 DEF

Safe on block, it can be a great reversal option if the user adds armor. Just be aware that on flawless block this environmental interaction is very punishable and can result in a corner kombo punish.

  • Slow Meter Regen Rate (16.5 seconds)


Goro's Lair


Mk11-goro.png
Goro's Lair

Goro has seen better days, this stage features several jump interactions in case you didn't want to step on any bones.

4 Environmental Interactions total, 3 Jump type, 1 Projectile type interactions


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)
Left Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Right (Air) Jumping Pillar
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 68 N/A 67
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Unique for having two (air) jumping pillars next to each other, if the user wants to spend both defensive meter they can traverse all the way to the corner without touching the ground, or possibly jump back at the opponent for a surprise air attack!

  • Normal Meter Regen Rate (10 seconds)
  • Can modify the direction of the jump by either holding left or right
  • Jump attacks can be used during the animation of this Environmental Interaction


Far Right (Air) Jumping Pillar
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 68 N/A 67
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

One of the best corner-exit strategies in the game, if the opponent can spend both their defensive meter bars they can totally escape the corner to the center of the stage without touching the ground. Beware of starting corner pressure if the opponent is cornered on this side of the stage!

  • Normal Meter Regen Rate (10 seconds)
  • Can modify the direction of the jump by either holding left or right
  • Jump attacks can be used during the animation of this Environmental Interaction


Right Beast Skull
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 27 4 (Default) 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 41 (Default) 9 (Default) 9 (Default) 1 DEF
  • Fast Meter Regen Rate (8.5 seconds)


Kharon's Ship


Mk11-ship.png
Kharon's Ship

A more minimal stage on environmental interactions with only one jump type on the left and the other two are consumed after one use. It's for the best since with one slip you'll fall into an ocean with no bottom.

3 Environmental Interactions total, 1 Jump type, 1 Projectile type and 1 Kombo-Ender type interactions


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Takes user directly to Left Cage, which can be useful to push the opponent back into said corner.

  • Slow Meter Regen Rate (16.5 seconds)
Left Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Left Cage
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 29 5 (Default) 23
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 44 (Default) 18 (Default) 18 (Default) 1 DEF

A large projectile with low recovery, has plenty of frame advantage on hit and block. It's useful for pushing the opponent all the way into the corner.

  • Slow Meter Regen Rate (16.5 seconds)


Right Soul Barrel
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
195.00 (100 + 95) / 45 (22.5*2) / 4.5 (2.25*2) Overhead 29 11 39
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 0 -9 -9 1 DEF

The second hit lands if the opponent is closer. Useful for standing reset frame-traps with its long startup and 50/50 mixups with it being an overhead attack. It's a unique environmental interaction for its range and high damage on block as well as hit compared to many stage's.

  • Slow Meter Regen Rate (16.5 seconds)


Koliseum Beast Pen

Mk11-beast-pen.png
Koliseum Beast Pen

Located underneath the Koliseum, this stage can prove more difficult to keep opponents pinned to the corner with jump-type interactions on both sides that lead into more interactions.

4 Environmental Interactions total, 2 Jump type, 1 Projectile type and 1 Kombo-Ender type interactions


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Takes you directly to the Left Bucket, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.

  • Slow Meter Regen Rate (16.5 seconds)
Left Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF

Placeholder Description

  • Slow Meter Regen Rate (16.5 seconds)


Left Basket
INT
SUB AbilityDeepFreeze.png
I smell a massacre...
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 27 11 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 50 18 18 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Right Ribcage
INT
SUB AbilityDeepFreeze.png
poke
Damage Guard Startup Active Recovery
200.00 / 22.50 / 22.5 Mid 33 2 40
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -1 -28 -28 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Right Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Takes you directly to the Right Ribcage, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.

  • Slow Meter Regen Rate (16.5 seconds)
Right Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF

Placeholder Description

  • Slow Meter Regen Rate (16.5 seconds)
  • WILL NOT be usable until opponent is within range of interacting with Right Sledgehammer or closer to user


Kotal's Koliseum


Mk11-koliseum.png
Kotal's Koliseum

A stage greatly affected by the time warp, it features several modifiable interactions if what you want to do is do damage.

3 Environmental Interactions total, 1 Hybrid Projectile/Jump type, 1 Kombo-Ender type and one 1 Jump type interactions


Left Flaming Log (Aimable)
INT
SUB AbilityDeepFreeze.png
Default arc
SUB AbilityDeepFreeze.png
Downward arc (D+INT)
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 27 9 (Default) 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 46 (Default) 14 (Default) 14 (Default) 1 DEF

Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing distance from your opponent, it's angle can be modified for a move downward throw but it doesn't really change much. Consume three times to gain access to Left Wall Jump.

  • Fast Meter Regen Rate (8.5 seconds)


Left Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF
  • ONLY ACCESSIBLE AFTER CONSUMING LEFT FLAMING LOG THREE TIMES
  • Slow Meter Regen Rate (16.5 seconds)
Left Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF
  • ONLY ACCESSIBLE AFTER CONSUMING LEFT FLAMING LOG THREE TIMES
  • Slow Meter Regen Rate (16.5 seconds)


Right Shield
INT
SUB AbilityDeepFreeze.png
SUB AbilityDeepFreeze.png
Downward arc (D+INT)
Damage Guard Startup Active Recovery
200 / 22.5 / 2.25 Mid 31 1 61
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 7 -26 -26 1 DEF

It has significant pushback on block making it more difficult to punish despite it being -26. It does 100 more damage than most other environmental interactions yet has slower startup, poorer framedata and more limited range than most others, thus making Right Shield a niche interaction only useful for kountering by spending offensive meter by adding armor.

  • Slow Meter Regen Rate (16.5 seconds)


Right Wall Jump
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 81 N/A 80
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)
Right Wall Jump Modified
INT+3/4
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
70.00 / 18.75 / 1.87 Overhead 31 11 34
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -3 -23 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Kronika's Hourglass


Mk11-hourglass.png
Kronika's Hourglass

The seat of Kronika's power, this stage has 3 total functionally identical copies from the Stage Select screen.

Randomly selects from a handful of stages which Environmental Interactions to display during the match. This pool consists of: Black Dragon Fight Club, Cyber Lin Kuei Assembly, Kharon's Ship, Shirai Ryu Fire Garden, Special Forces Desert Command, Tarkatan War Kamp and Wu Shi Dragon Grotto.


Kronika's Keep


Mk11-keep.png
Kronika's Keep

Introduced in the Aftermath expansion, this unique stage features strong environmental interactions that focus on 50/50's and kombo extensions.

4 Environmental Interactions total, 2 Jump type and 2 Kombo-Ender type interactions


Left Time Orb
INT
SUB AbilityDeepFreeze.png
FREEZE!
SUB AbilityDeepFreeze.png
Downward arc (D+INT)
Damage Guard Startup Active Recovery
20.00 / 22.50 / 2.25 Mid 23 2 00 (To Be Determined)
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 178 (Default) 3 (Default) 3 (Default) 1 DEF

Despite not strictly placed in the corner it can only be used by the player on the left side in the corner. This relatively fast environmental interaction throws a mid projectile that has a really high arc for anti-airs compared to most projectile interactions with a modified downward arc aiming REALLY far down. It stuns the opponent on hit for set amount of time during which you can start any kombo you want and is safe on block. One of the better overall environmental interactions in the game.

  • Slow Meter Regen Rate (16.5 seconds)


Right Beast Skull
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 27 4 (Default) 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 41 (Default) 8 (Default) 8 (Default) 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Left Spear
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200 / 22.50 / 2.55 Low 23 2 54
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 1 -19 -19 1 DEF

While it is -19 on block it offers significant pushback on block, making it more difficult and character-specific to punish. A decently fast low if you have any overheads in your strings you'd like to transform into a 50/50 mixup with.

  • Slow Meter Regen Rate (16.5 seconds)


Lost Hive of the Kytinn

Retrocade

Sea of Blood

Shang Tsung's Island Ruins

Shaolin Trap Dungeon

Shinnok's Bone Temple

Shirai Ryu Fire Garden

Soul Chamber

Special Forces Desert Command

Tank Garage Bunker

Tarkatan War Kamp


Mk11-war-kamp.png
Tarkatan War Kamp

Home of the Tarkatans in Outworld, it is here that three unfortunate souls end up as dinner with one of them also being an environmental interaction.

3 Environmental Interactions total, 2 Projectile type and 1 Kombo-Ender type interactions


Left Spear
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200 / 22.50 / 2.55 Low 23 2 54
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 1 -19 -19 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Center Skull
INT
SUB AbilityDeepFreeze.png
I smell a massacre...
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 27 4 (Default) 00.00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 11 (Default) 8 (Default) 8 (Default) 1 DEF

Large amount of pushback on block, this projectile cannot be modified and is only available after a Krushing Blow occurs. It is a very good projectile for making space with the combined pushback and frame advantage on block.

  • Slow Meter Regen Rate (16.5 seconds)
  • REQUIRES DOWN2 KRUSHING BLOW TO SUMMON


Center Wandering Tarkatan
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.55 Mid 27 12 (Default) 00.00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 49 (Default) 16 (Default) 16 (Default) 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)
  • Wanders from Right to Center position and vice versa, only available at one of these two positions at a time
Right Wandering Tarkatan
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.55 Mid 27 12 (Default) 00.00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 49 (Default) 16 (Default) 16 (Default) 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)
  • Wanders from Right to Center position and vice versa, only available at one of these two positions at a time


Tournament

Mk11-tournament.png
Tournament

A special arena celebrating professional Mortal Kombat tournament play. Holograms allow the stage to use any set of environmental interactions from any other stage. The stage also has a set of unique variants that are made available during major events where MK11 is played, such as Combo Breaker and East Coast Throwdown.

Reproduces interactions from every other stage, has no unique interactions otherwise.


Wu Shi Dragon Grotto