Mortal Kombat 11/Basics

From SuperCombo Wiki

HUD

Mk11-hud-large.png


The elements of the Heads-Up Display (HUD) explained from the screenshot above:

  1. Life Meter: The character's health bar--when a character loses all of their health bar, they lose the round. When the final round experiences a draw, both players will have some health restored.
  2. Timer: The timer that dictates when a match ends. This timer is reset to its initial state at the beginning of each round. When the final round experiences a draw, the timer will be extended by a smaller amount.
  3. Life Meter Marker: Each mark indicates 100 health points, with smaller markers indicating 20 health points past 300 health points. The number of health can be turned on via the options menu.
  4. Round Counter: On tournament/ranked setting, every battle is a best of 2 out of 3 rounds. Each win changes the color of the grey diamond into a yellow one. If a draw occurs before final round, both players will win that round. If a draw occurs during the final round, it will be extended until a single winner is decided.
  5. Variation and Character Name: A character's variation and name are displayed. If a custom variation is created in Tournament Mode, the name will be "Kustom Variation". In Online mode, the custom name chosen for the player-made variation will displayed instead.
  6. Defensive Meter: A resource meter that is split into 2 stocks. Defensive meter will regenerate passively from being spent after a short pause. Last Breath occurs when the player prevents chip kill by spending Defensive Meter, with the spent meter being unavailable until the next round. Death by chip kill from Last Breath will award the player full defensive meter into the next round. Different actions will have different meter gain rate actions with slower meter regen rate have priority over faster ones. Slower regen rate remains after using a faster regen move and will slow down a faster regen rate to that move's regen rate.
  7. Offensive Meter: A resource meter that is split into 2 stocks. Offensive meter will regenerate passively from being spent after a short pause. Different actions will have different meter gain rate actions with slower meter regen rate have priority over faster ones. Slower regen rate remains after using a faster regen move and will slow down a faster regen rate to that move's regen rate.

Notation

The default control scheme on pad altered to match the notation used by the community. This graphic is based on the Xbox One controller but the layout is identical across most other pads.


For the sake of consistency, the notation used here is based upon what is used by the community.

Kommand
F Forward (Toward)
B Backward (Away)
U Up
D Down
1 Front Punch
2 Back Punch
3 Front Kick
4 Back Kick
BLK Block
MD Microdash
1+3 Throw
SC Stance Change/Delayed Wakeup
INT Interact
Spatial
Jump
(air)
(close)
(mid)
(far)
Other
Hold
Press
Amp


With the above notation in mind, this wiki will be using the NRS community standard for notations for strings, cancels, combos and more. Examples being:

  • "+" indicating that the inputs must be made simultaneously. For example B1, 1+3. B1 can be done while walking back and does not require a simultaneous input like 1+3. Also note that for strings with a 1+3 or 2+4 input, the game will accept using the Throw button but we will list the simultaneous inputs regardless.
  • "-" indicating that a special cancel of a prior attack is occurring. Jump 2, 4-SC+BLK. The 4's recovery is being cancelled by the SC+BLK. Jump attacks however will end with a comma for our purposes. The exception to this is Jump 2-(air) DB2 where an air special attack cancels the jump attack. Special attacks on the ground will use a comma after instead.
  • "," will indicate an end to that particular string, it distinguishes individual buttons from strings. For example: B32, 2, D1, 124.


Controller Settings


Aside from allowing you to remap buttons on your controller, the Controls menu includes a list of additional options to further fine-tune your preferences:

INPUT WINDOW TIMING: Special Moves Input Window Timing

  • Determines how long directional inputs are held in the special input buffer. Shorter windows means less time to input the directions but also reduces the chance of unintended special moves when trying to use normals in neutral. The default "Long" option is said to be identical in length to previous MK games.

KRUSHING BLOWS HELD CHECK: Krushing Blows Require Button to be Held to Activate

  • Exactly as it says; after reaching the requirements, the player is allowed to only activate a Krushing Blow when they hold down the button instead of activating it immediately. All players should toggle this option on as it can prevent situations which would otherwise waste useful damage/launches considering each KB can only be activated once per match.

RELEASE CHECK: Special Moves are Executed on Button release (Negative Edge)

  • This adds a negative edge check for special move inputs akin to Street Fighter games. Most players tend to turn this option off as leaving it on seems to negatively affect game feel. That said, some option selects have been found using this check; while they are extremely difficult to implement into gameplay, they may be worth checking out.

ALTERNATE CONTROL: Special Moves Require Diagonal Input

  • Another concession intended for Street Fighter/fightstick players, special move inputs are modified to include diagonals in between the cardinal directional inputs. This is also generally turned off two reasons:
    • B,F special move inputs are turned into half-circle forward inputs (41236 on numpad notation compared to 46) which are generally slower
    • The game by default accepts quarter-circle motions (236 and 214) for D,F and D,B inputs
  • Overall the game plays well enough on stick without the option turned on.

INPUT SHORTCUTS: Special Moves Require Less Directional Precision

  • Following up from the above, turning this on means that quarter-circle circle motions which use a diagonal (236 and 214) will still be accepted for D,F and D,B direction inputs for special moves. If you have issues with attempting certain command normals out of crouch or you're a keyboard/Hit-Box player, turning it off may potentially improve your experience.

BUTTON SHORTCUTS: Toggles Multi-Button Inputs for Single Button Moves (Throws, etc.)

  • An option primarily for stick/keyboard players. When this option is turned on, the following macros are enabled:
    • 1+3 for Throw
    • 1+2 for Interact/Amplify
    • 3+4 for Stance Switch, Fatal Blow can now be activated with BLK + 3 + 4
  • Strings with simultaneous button inputs (e.g. Scorpion's Wrath string: 2, 1, 2+4) will generally accept the Throw button as a substitute regardless of this option being toggled on. Special move and combo inputs on this wiki will still use AMP and SC instead of their respective macros. Turning this option on may require more discretion with strings which use said macros; moving too quickly with a 1,2 string, for example, can activate an interactible at the wrong time.


Variations

The abilities tab for this kustom variation of Scorpion. The list on the left displays all the abilities he can equip while the center shows which ones are currently equipped.

Every character in the game has a base moveset, a list of abilities which add new moves or modify parts of the base moveset, and three Kompetitive Variations consisting of preset combinations of abilities approved for competitive play. From Ultimate onwards, Kustom Variations are permitted for online ranked play and offline pro competition.

All characters have three slots available to create a variation. Abilities can occupy one, two or even all three slots of a variation. Some abilities cannot be combined together if they share the same input while others can only be used with another ability as a prerequisite. Player's can save up to 5 Kustom Variations per character and assign a skin, three pieces of Gear with three Augments for each, and a custom name to each slot. Gear and Augments do not affect gameplay in PVP modes.

The following abilities or combinations are listed as unavailable for competitive play even if they are playable in unranked modes. (Current as of 01/26/2021)

  • Any resurrection ability (Geras - Reawakened, D'Vorah - Mother Bug, Terminator - Terminate)
  • Robocop - Trick Shot
  • Sindel - Enhanced Flight
  • Fujin - Jetstream
  • Skarlet - Killer Clot
  • Sub-Zero - Ground Freeze
  • Geras - Lost Time & Spare Time
  • Frost - Core Trap

Game Navigation

General
Basics
Movement
Offense
Defense
Attack Attributes
Misc
Characters
Baraka
Cassie Cage
Cetrion
D'Vorah
Erron Black
Frost
Fujin
Geras
Jacqui Briggs
Jade
Jax Briggs
Johnny Cage
The Joker
Kabal
Kano
Kitana
Kollector
Kotal Kahn
Kung Lao
Liu Kang
Mileena
Nightwolf
Noob Saibot
Raiden
Rain
Rambo
Robocop
Scorpion
Shang Tsung
Shao Kahn
Sheeva
Sindel
Skarlet
Sonya Blade
Spawn
Sub-Zero
Terminator T-800