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Mortal Kombat 11/Stages

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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)


Center 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)


Right 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


Mk11-hive.png
Lost Hive of the Kytinn

A really gross place featuring environmental interactions everywhere all with fast meter regen rate for a faster-paced match.

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


Left Caccoon
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.50 / 2.55 Mid 21 12 (Close) 18 (Default) 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -2 (Close) 5 (Default) -3 (Close) 3 (Default) -3 (Close) 3 (Default) 1 DEF

Does not knockdown on hit, it's a relatively fast startup but with not the best hit advantage frame data. It's probably more useful as a kounter enhanced as armor since the unique standing reset gives both distance and prevents getup options from the opponent from stopping the user from creating some breathing room.

  • Fast Meter Regen Rate (8.5 seconds)


Left Eggs
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.50 / 2.55 Mid 29 7 (Default) 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 7 5 5 1 DEF

Cannot be modified.

  • Can be utilized up to three times
  • Fast Meter Regen Rate (8.5 seconds)


Right Ovipositor
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200 (50*2 + 100) / 16.50 / 1.65 Mid 23 2 56
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 28 -23 -23 1 DEF

Because of its poor frame advantage on block, reduced block damage and relatively high damage on hit, this environmental interaction is more useful as a kombo ender. You can achieve a really high-damaging kombo with this at the cost of defensive meter that replenishes at a fast regen rate as well.

  • Fast Meter Regen Rate (8.5 seconds)


Right Larva
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 2.50 / 2.25 Mid 26 3 (Default) 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 34 (Default) -11 (Default) -11 (Default) 1 DEF
  • Fast Meter Regen Rate (8.5 seconds)

Retrocade


Mk11-retrokade.png
Retrocade

As clean as you can expect any arcade to be. This stage features all jumps, all the time. Jumping on the projectors changes the retro background, making interacting almost irresistable.

4 Environmental Interactions total, 4 Jump type interactions


Left Speaker 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 just before Left Projector, so you'll be unable to chain-jump like in Goro's Lair.

  • Slow Meter Regen Rate (16.5 seconds)
Left Speaker 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 Projector
INT
SUB AbilityDeepFreeze.png
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

The placement of this interaction is curious because it is immediately available from game-start if Player 1 takes maybe two or three steps back. While you cannot modify to jump away from the opponent you are able to have an interesting dynamic to the beginning of the match as a result.

  • CANNOT modify the direction, user will always jump towards the opponent's direction
  • Slow Meter Regen Rate (16.5 seconds)


Right Projector
INT
SUB AbilityDeepFreeze.png
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

The placement of this interaction is curious because it is immediately available from game-start if Player 2 takes maybe two or three steps back. While you cannot modify to jump away from the opponent you are able to have an interesting dynamic to the beginning of the match as a result.

  • CANNOT modify the direction, user will always jump towards the opponent's direction
  • Slow Meter Regen Rate (16.5 seconds)


Right Token Dispenser 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 just before Right Projector, so you'll be unable to chain-jump like in Goro's Lair.

  • Slow Meter Regen Rate (16.5 seconds)
Right Token Dispenser 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)

Sea of Blood


Mk11-sea.png
Sea of Blood

Breathtaking view of a bottomless, blood-red ocean. This stage is highly mobile and can prove difficult to pin anyone down for long.

5 Environmental Interactions total, 3 Jump type and 2 Projectile type interactions


Left Sea Monster 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 Starfish, 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 Sea Monster 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 Starfish (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 your opponent into the corner that you may have just jumped out from using Left Sea Monster Jump, 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 Anchor
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

Player 1 has immediate access to this environmental interaction but Player 1 can access it with a single step towards the opponent. It cannot be directed and will only launch the user towards the direction of their opponent.

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


Right Crate (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 your opponent into the corner that you may have just jumped out from using Right Cliff Jump, 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


Right Cliff 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 Crate, 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 Sea Cliff 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)

Shang Tsung's Island Ruins


Mk11-island.png
Shang Tsung's Island Ruins

The ruins of what was once a klassic stage, it features several kombo-enders on both wings for high damage action everywhere.

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


Left Bowl
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 22 2 (Default) 21
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 23 -9 -9 1 DEF

A somewhat unique environmental interactive, it's a faster projectile that is more difficult to punish due to the pushback on block. It cannot be modified but it's still good for pushing the opponent off your back in the corner.

  • Fast Meter Regen Rate (8.5 seconds)


Left Naginata
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
180.00 (20*3 + 100 + 20) / 12.50 / 12.5 High 31 1 73
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 2 -38 -38 1 DEF

This Kombo-Ender interactable does a lot of damage with a relatively huge range. Due to Left Naginata being a High hitter, having poor frame-data on block and having a longer start-up frames and low chip damage, it's only worth labbing Left Naginata specific kombos for your character in order to utilize its high-damaging potential.

  • Fast Meter Regen Rate (8.5 seconds)


Right Mace
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200.00 (100*2) / 22.50 / 2.25 High 18 1 49
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -1 -15 -15 1 DEF

A much faster interaction in startup than Naginata as well as doing damage, the Right Mace is also another impressive Kombo-Ender interaction that should be used to close out on massive damaging kombos without spending offensive meter.

  • Fast Meter Regen Rate (8.5 seconds)


Right Pillar 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 just before Right Mace, 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)

Shaolin Trap Dungeon


Mk11-trap-dungeon.png
Shaolin Trap Dungeon

Covered in traps and shaolin corpses, this stage features a unique standing-reset interaction if you wanted your corner offense to be even scarier.

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


Left Incense
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
120 (20 + 100) / 12.50 / 1.25 High 28 1 61
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -3 -26 -26 1 DEF

Due to its poor frame data on block and it being a high guard interaction this seems more useful as a kombo ender as it also pushes the user several steps away from the corner despite its negative frame advantage on hit.

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


Center Corpse
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 2.50 / 2.25 Mid 26 1 (Default) 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 37 (Default) 5 (Default) 5 (Default) 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Right Flame Trap
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 (70 + 10*3)/ N/A / N/A Throw (High) 10 1 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 N/A N/A 1 DEF

If the user is in the corner it will sideswitch, but if the user is to the left of the opponent it will not sideswitch. Ends with a standing reset at +9 frames which is a unique way to end a kombo. It is a high throw that has a universal tic-throw off Down1 and Down3 on block.

  • Normal Meter Regen Rate (10 seconds)
Left (Air) Statue Jump
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
N/A / N/A / N/A N/A 69 N/A 68
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. If Left Player directs the jump towards the opponent in the corner, it will sideswitch.

  • 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

Shinnok's Bone Temple


Mk11-temple.png
Shinnok's Bone Temple

Where the decapitated head of Shinnok remains, features multiple damaging interactions near the corner for highly dangerous corner dynamics on both wings.

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


Left Scythe
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
240.00 (100*2 + 40) / 22.50 / 2.25 High 23 1 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 1 6 6 1 DEF

Usable only to the cornered player, it will side-switch and is among the most damaging Kombo Ender interactions in the game. Sometimes being in the corner isn't so bad.

  • Slow Meter Regen Rate (16.5 seconds)


Left Blood Fountain
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200.00 (20 + 80 + 100) / N/A / N/A High (Throw) 10 1 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 N/A N/A 1 DEF

It's placed really close to the corner so you can do some serious corner carry with a long kombo and end it with Left Blood Fountain, chucking your opponent straight into the corner.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Slow Meter Regen Rate (16.5 seconds)


Right Blood Fountain
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200.00 (20 + 80 + 100) / N/A / N/A High (Throw) 10 1 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 N/A N/A 1 DEF

It's placed really close to the corner so you can do some serious corner carry with a long kombo and end it with Right Blood Fountain, chucking your opponent straight into the corner.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Slow Meter Regen Rate (16.5 seconds)


Right Amulet
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 10.00 / 1.00 High 28 1 62
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 8 -27 -27 1 DEF

Throws a pretty far and fast moving projectile which is amazing for counter-zoning. Just be careful about using it at point-blank range if your opponent blocks the attack.

  • Slow Meter Regen Rate (16.5 seconds)

Shirai Ryu Fire Garden


Mk11-garden.png
Shirai Ryu Fire Garden

Where the Shirai Ryu have been restored. Both Hybrid interactions make a total of 3 jumps all over the map to play like a real ninja.

3 Environmental Interactions total, 2 Hybrid type and 1 Projectile type interactions


Left Lamp Jump
INT
SUB AbilityDeepFreeze.png
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

Hybrid-Type environmental interaction, however if modified to utilize the Left Lamp Projectile then Left lamp Jump no longer becomes available. The jump interactable itself cannot be modified but if the opponent is really close with the user in the corner it's a great interactable to enhance with armor and escape nearly to full screen with.

  • CANNOT BE USED AFTER LEFT LAMP PROJECTILE IS UTILIZED
  • Slow Meter Regen Rate (16.5 seconds)
Left Lamp Projectile
D+INT
SUB AbilityDeepFreeze.png
Default arc
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 22 5 (Default) 41
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 46 (Default) -21 (Default) -21 (Default) 1 DEF

A projectile interactable placed in the corner is always useful for counter-zoning through Left Lamp Projectile is nothing spectacular. It has minimal pushback, coupled with its poor frame advantage on block, makes it not very useful for creating some breathing room from being forced into the corner.

  • CONSUMES THE INTERACTABLE AFTER USE, LEFT LAMP JUMP NO LONGER BECOMES AVAILABLE
  • Normal Meter Regen Rate (10 seconds)


Center Bell Jump
INT
SUB AbilityDeepFreeze.png
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
  • Slow Meter Regen Rate (16.5 seconds)


Right Lamp Jump
INT
SUB AbilityDeepFreeze.png
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

Hybrid-Type environmental interaction, however if modified to utilize the Left Lamp Projectile then Right lamp Jump no longer becomes available. The jump interactable itself cannot be modified but if the opponent is really close with the user in the corner it's a great interactable to enhance with armor and escape nearly to full screen with.

  • CANNOT BE USED AFTER Right LAMP PROJECTILE IS UTILIZED
  • Slow Meter Regen Rate (16.5 seconds)
Right Lamp Projectile
D+INT
SUB AbilityDeepFreeze.png
Default arc
Damage Guard Startup Active Recovery
100.00 / 22.50 / 2.25 Mid 22 5 (Default) 41
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 46 (Default) -21 (Default) -21 (Default) 1 DEF

A projectile interactable placed in the corner is always useful for counter-zoning through Right Lamp Projectile is nothing spectacular. It has minimal pushback, coupled with its poor frame advantage on block, makes it not very useful for creating some breathing room from being forced into the corner.

  • CONSUMES THE INTERACTABLE AFTER USE, RIGHT LAMP JUMP NO LONGER BECOMES AVAILABLE
  • Normal Meter Regen Rate (10 seconds)

Soul Chamber


Mk11-soul-chamber.png
Soul Chamber

The return of a klassic stage, featuring a new interaction that everyone will want to practice their kombos with.

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


Left Bookshelf 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 Chandelier.

  • Slow Meter Regen Rate (16.5 seconds)
Left Bookshelf 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 Chandelier
INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 27 4 (Default) 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 36 4 4 1 DEF
  • Slow Meter Regen Rate (16.5 seconds)


Right Skull Statue
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200.00 (20 + 80) / N/A / N/A High (Throw) 10 1 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 N/A N/A 1 DEF

A unique interaction that launches the opponent for a juggle kombo from a throw-type attack. It can be tick thrown from Down1 and Down3 on block and be hit confirmed into a full kombo. This sequence is perhaps found nowhere else in the game and is an extremely powerful tool.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Normal Meter Regen Rate (10 seconds)


Right Basin (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) 00
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)

Special Forces Desert Command


Mk11-desert.png
Special Forces Desert Command

A Special Forces outpost in the desert. Features two throws interactions if all you want to do is tick-throw and rob rounds.

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


Left Cactus
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 (20 + 40 + 10*4)/ N/A / N/A Throw (High) 10 2 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 31 N/A N/A 1 DEF

Usable by Right-Side player, side switches if Right-Side player utilizes Left Cactus.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Normal Meter Regen Rate (10 seconds)


Center Beast Skull
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
100 / 22.5 / 2.25 Mid 27 1 (Default) 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 8 (Default) -14 (Default) -14 (Default) 1 DEF
  • Fast Meter Regen Rate (8.5 seconds)


Right Jeep
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
160 (20 + 40 + 100)/ N/A / N/A Throw (High) 10 1 00
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 18 N/A N/A 1 DEF

If the user is in the corner it will sideswitch, but if the user is to the left of the opponent it will not sideswitch.

  • Normal Meter Regen Rate (10 seconds)

Tank Garage Bunker


Mk11-tank-garage.png
Tank Garage Bunker

Not OSHA approved! Johnny Cage can be seen in the background if he is not played cheering on the carnage. This stage features a really powerful throw Kombo-Ender using a drill, not OSHA approved either!

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


Left Drill
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200 (100*2)/ N/A / N/A Throw (High) 10 1 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A -3 N/A N/A 1 DEF

Usable by Right-Side player, side switches if Right-Side player utilizes Left Drill. This is one of the most damaging throw Kombo-Ender environmental interactions in the game and it great for tick-throwing or just getting all the damage out of your kombos.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Fast Meter Regen Rate (8.5 seconds)


Center Fuel Tank
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 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

Placeholder Description

  • Slow Meter Regen Rate (16.5 seconds)

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


Mk11-grotto.png
Wu Shi Dragon Grotto

No doubt worth protecting with traps all over the Shaolin grounds for, this stage features powerful kombo-ender interactions in a desperate attempt to not let any bad guys near the water supply again.

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


Left Stalagmite
INT
SUB AbilityDeepFreeze.png
Damage Guard Startup Active Recovery
200 (20 + 80 + 100)/ N/A / N/A Throw (High) 10 1 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 23 N/A N/A 1 DEF

Usable by Right-Side player, side switches if Right-Side player utilizes Left Drill. This is one of the most damaging throw Kombo-Ender environmental interactions in the game and it great for tick-throwing or just getting all the damage out of your kombos.

  • Can be universally tick-thrown from Down1 and Down3 on block
  • Fast Meter Regen Rate (8.5 seconds)


Center Shrine Jump
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!

  • Slow Meter Regen Rate (16.5 seconds)
  • Jump attacks can be used during the animation of this Environmental Interaction
Center Sword
D+INT
SUB AbilityDeepFreeze.png
bonk
Damage Guard Startup Active Recovery
200 (100*2) / 22.5 / 2.25 Mid 25 1 68
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 14 -35 -35 1 DEF

Center Shrine Jump is still available after Center Sword is used. It's got a decently fast start-up speed and great damage, coupled with its poor frame-advantage on block it might be only useful for ending kombos as a result.

  • Slow Meter Regen Rate (16.5 seconds)


Right Incense (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 19 4 (Default) 9
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 13 (Default) 1 (Default) 1 (Default) 1 DEF
  • Fast Meter Regen Rate (8.5 seconds)