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Mortal Kombat 11 Guide and Tips by gamepressure.com

Mortal Kombat 11 Guide and Tips

Table of Contents

Glossary of Mortal Kombat 11 Mortal Kombat 11 guide, tips

The first Chapter of this guide to Mortal Kombat 11 explains in detail all the concepts that the player may encounter in the game or when browsing this guide. Moreover, we've also included to control scheme for Mortal Kombat 11 for all the platforms.

Glossary

This glossary contains phrases and abbreviations used in the guide, as well as those that the player may encounter during the game, either over the Internet or while watching a video streams. Knowledge of the terminology used in combat will greatly facilitate the study of new combinations of attacks. The Glossary was created in alphabetical order to facilitate orientation.

Basic Terms

The terminology of the Mortal Kombat series can be a bit overwhelming for novice players, so we have gathered in one place all the terms to help you understand them.

  1. Air Throw - Some characters have the ability to perform a throw in the air.
  2. Anti Air - Attack, which aims to stop the enemy jumping on you, not allowing them to perform the attack from the air.
  3. Baiting - Taunting the enemy to use some technique or movement that you can use for your own purpose. Baiting is pulling the enemy into a trap.
  4. Battle Cry - Phrases uttered by heroes before the game. They are mostly related to their history or approach to a particular opponent.
  5. Blocking - Blocking strikes.
  6. Boss - The last enemy the player must defeat, for example, to complete the story or to pass a tower. Boss is usually a much harder opponent from his predecessors.
  7. Breaker - a move which instantly interrupts the attack of the enemy - for example, if the enemy wants to catch you, or while performing a combo, you can cancel this action and go on the offensive.
  8. Brutality - A spectacular, but brutal finisher, popular in the Mortal Kombat series. Each of the characters has a unique Brutality.
  9. Cancel - An activity aimed at interrupting an attack before it reaches the end, or canceling any combo to bring out another attack. For example, if you want to deliver a combination of three strikes, the last of which knocks the opponent far back, you can use cancel after the second strike and continue the attack. This can significantly increase the damage.
  10. Chip Damage - the damage you take on the block.
  11. Combo - A combination of blows that creates a single attack unit and smoothly moves from one movement to another, without giving the enemy a break and a chance to defend.
  12. Counter - Some of the characters have the ability of countering the attacks of the opponent, intercepting their blows, and using the momentum to your advantage.
  13. Damage - The power of the blows or combinations is determined through the ratio of damage.
  14. Dash - quickly jump towards the opponent or bounce off them.
  15. Fatal Blow - A very powerful attack that can only be carried out when health drops below 30%. The fatal blow can be used only once during the entirie fight.
  16. Fatality - the Most spectacular finisher at the end of the match. When the commentator says the words "Finish Him/Her" you have a chance to use the finishing moves and kill your opponent in an outragously brutal manner. There are two kinds of Fatalities - the easier, which usually require pressing a combination of 2 specific buttons, and the harder, which are more complicated.
  17. Flawless Block - A block, which allows instant delivery of a counter-attack.
  18. Frame - frame of animation. Each attack has a certain number of frames, that is, the duration of the attack. Some are faster (take less frames) and others are slower (more frames). The attacks also have a number of penalty frames - if the strike will hit a block, your character will be exposed to a counterattack.
  19. Frame Advantage - This term means that you have the advantage of frames over the opponent, that is, you are safe after striking on the opponent's block.
  20. Grab - Grab the enemy and, for example, hit his head against some element of the environment or deliver an attack. Grabbing, as a rule, breaks through the defense of the enemy.
  21. Guard - Or, in other words, defense. You should protect yourself by blocking. Strikes taken on the block cause minimal damage, but you have to keep in mind that the throw and grab can break through the defense. In order to cope well in battle with the enemies, you have to master the block.
  22. Ground Bounce - Attacks that are performed from the neutral jump, bounce the opponent from the ground in such a way that they fly in the air. This effect is called ground bogunce and is a prelude to juggling.
  23. High - Blows to the head of the opponent.
  24. Hitbox - The zone of damage on the player's body (Overhead, High, Mid, Low).
  25. Hit Stun - effect that keeps the enemy from delivering an attack.
  26. Juggle - Quite popular among the players. Keep the enemy in the air while delivering numerous attacks.
  27. Jump - Rather self-explanatory. You can jump back, forward or up.
  28. Low - Blows are applied to the leg of the opponent.
  29. Mid - Blows to the opponent's body.
  30. Neutral Jump - A vertical jump, which allows you to start an attack with juggling. We distinguish the following types of Neutral Jump: Neutral Punch and Neutral Kick.
  31. Nerf - Weakening/balancing a character.
  32. Overhead - Blows to the back of the head of the enemy.
  33. Punish - If the opponent made a wrong move, or was blocked, you have the opportunity to perform a combo in response, i.e. punish the enemy. This is called Punish for a wrong or inappropriate movement, after which the enemy becomes defenseless.
  34. Re-stand - the effect of re-placing the opponent on his feet in the moment, when the enemy would fall on the back. Some skills have the ability to re-set the opponent upright while they're falling to the ground, so you can continue the attack.
  35. Reversal - The movement to be performed after the falling to the ground. You can stand up from the ground by delivering a punch.
  36. Run - Another obvious one.
  37. Skin - Additional skin for the character, which can be unlocked during the game.
  38. Special Meter - The Indicator at the bottom of the screen, which was divided into two parts - the offensive and defensive. It can be used, for example, for inflicting damage or defending from attacks.
  39. Teleport - Some characters are able to teleport.
  40. Throw - You guessed it right.
  41. Trade - A situation, in which both players will strike at the same time, and both characters take damage.
  42. Wake Up - An action, in which the character immediately gets up from the ground, delivering a more powerful version of a blow.
  43. Wall jump - On most maps, you can bounce off the wall and escape an awkward position, back to the center of the map.
  44. Zoning - Keeping the enemy at a distance, using, for example, long-range attacks, missiles, etc.

Abbreviations

In the terminology of Mortal Kombat 11 appear different kinds of abbreviations, such as FP or BK. Moreover, sometimes you can meet numbering of strikes when writing down combos, such as: 1, 2, 3, 4. Each abbreviation has a specific value, which is described below.

  1. FP / 1 - Front Punch
  2. BP / 2 - Back Punch
  3. FK / 3 - Front Kick
  4. BK / 4 - Back Kick
  5. JP - Jump Punch
  6. NJP - Neutral Jump Punch (a punch from a vertical jump)
  7. JK - Jump Kick
  8. NJK - Neutral Jump Kick (vertical jump Kick)
  9. BLK - Block
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