Mortal Kombat 11/Misc

From SuperCombo Wiki

Stance Switch

An artifact of the 3D era games, this is an input that changes how the character stands. There are two stances, they are with the left shoulder in front of the right and vice versa. Another way to think of this is that it changes whether the character's back is facing the camera or not. The buttons are notated as "Front Punch", "Back Punch", "Front Kick" and "Back Kick" and will typically use the same limbs as they are listed. For example, a stance with the character's left shoulder in the front will use their left arm for the "Front Punch". However, when their stances changes to have their right shoulder be in the front, the character will use their right arm for the "Front Punch". Whichever limbs they use for their attacks will depend on which of the two stances they'll be in.

While there is an input (SC) to manually change the character's stance, certain attacks and strings will also automatically switch the character's stance.

Mercy

A mechanic of the game that occurs at the "Finish Him/Her" phase where the winner presses and hold the SC input followed by three rapid Down inputs and then releases the SC input. Doing so will give the loser 200 health and continue the round. If the timer is over 10 seconds it will continue counting down from where it left off. If the timer is below 10 seconds and a Mercy occurs it will return to 10 seconds.

Each player can only use one Mercy per game. If you are taunting your opponent using teabags and stance changes during the Finish Him/Her phase, it is possible to accidentally trigger a Mercy; if you choose to BM, BM responsibly.

Match Extended

If two players trade on a hit that would end the match on a draw, Match Extended will trigger. Both players are knocked back to a neutral range and are given 250 health. Additionally, if the timer is under 10 seconds when this occurs, the timer will reset to 10.

Fatalities

The Mortal Kombat franchise's largest claim to fame are its Fatalities, violent cinematics that can be triggered by the winner of a match using a specific button combination while standing within a specified range of the opponent at the end of a match once "Finish Him/Her" has been announced. At the cost of an Easy Fatality Token, you can perform you Fatality with either BLK+3 or BLK+4 depending on which Fatality you wish to see. You still have to stand in the right spot as well. Some stages have their own dedicated Stage Fatalities as well with their own requirements. BLK+2 will perform an Easy Stage Fatality.

Brutalities

A unique finishing move that triggers once the opponent is defeated using a specific attack after fulfilling very specific requirements. This requirement must be fulfilled before triggering "Finish Him/Her," as they will not work after the fact. A universal example occurs upon landing D2 as the killing blow and holding the button down after going the entire winning round without blocking an attack. Unlike Fatalities, you must unlock Brutalities for each character in order to perform them in the game even if you know what the prerequisites are.

Friendships

A non-violent, comedic cinematic which parodies the Fatality, Friendships can only be performed if the winner did not block once during the winning round. BLK+1 can circumvent this requirement at the cost of an Easy Fatality Token.

End of Round Taunts

A phase of the game that occurs when one player wins a round. It begins when the killing attack lands and ends when the timer refreshes. This is split into two parts, when the characters return to a neutral state and when they begin their taunt animations. The End of Round Taunts begin when the recovery of the final attack ends and both character return to a neutral state, as a result the duration of this phase can greatly depend on the recovery of that attack as well as the duration of the End of Round Taunt.

If the final attack of the round was a Fatal Blow or a Krushing Blow, then this phase begins as soon as both character's meter becomes visible again.

The ultimate distance between the characters can vary during this phase as well. If the two characters are too close together then the losing character can be pushed farther away and the winning character may do a moving-away taunt instead of a standing-still taunt. If the winning character is in the corner, they will not be able to move away any farther, resulting in the following round beginning with both characters being far closer to each other than otherwise. The push away animation of the losing character depends on if the final attack occurred while they were airborne or standing and if the final attack would have resulted in a knockdown or not. The winning character however will randomly select one of several taunts they may have unlocked.

During this time the meter of both characters will regenerate if they were spent. If the round ended with either player having one or both of their Defensive Gauges disabled due to Chip Avoided/Last Breath, the lost gauges will be restored completely before the next round begins.

Stages

Like in most NRS titles, stages play a mechanical role in MK11 with environmental interactions. Under tournament and ranked settings, the stage is randomly selected at the beginning of the set. It will not change during rematches but when the loser in a set decides to return to character select, another stage is randomly selected. There are also multiple stages that can be selected that then also randomize what stage's environmental interactables become available.

MK11 on pc supports ultrawide monitors, this is done by expanding the panorama surrounding the stage. The stage that users play in is not affected, but under ultrawide settings the camera can move to view beyond the stage's corners.

Game Modes

Links

Port Differences

Currently the Xbox One, Xbox Series X, PlayStation 4 and PlayStation 5 versions of the game are compatible with one another and have krossplay gamemodes available. It is at this time assumed that these versions have no discernable differences between one another. However there are confirmed cases of functional, gameplay discrepancies between these versions of MK11 and the pc port of MK11. At this time it is not known if the Nintendo Switch port of MK11 has any known discrepancies.

The most significant and well known difference between the pc port and the Xbox/PlayStations ports is the change to cross-up jump punches in the corner. Jump1 and Jump2 of all of the kast are affected by this and they occur in the left and right corners of all stages in the game. Jump kicks, or Jump3/4 attacks are unaffected by this and function as they do on the Xbox/PlayStation ports.

What specifically happens is the turn around of the attacker does not occur until much later in the jump, even if the attacker is already past the opponent. What normally happens outside of the corner is that as soon as the jumping player has passed the opponent and inputs an attack, they turn around as soon as the input is made. On PC in the corner, if the player wants to cross-up Jump1 or Jump2 and successfully turn around doing so, they must wait until much longer before attacking to successfully turn around. If they were to input a jump punch at the same timing as the console port may allow, the player would continue facing away from the opponent and whiff their attack altogether.

There exists other smaller differences between these ports that are at this time verified. Character port differences will be listed under their character information page and stage port differences will be listed under the stage information page.

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