Geras is one of the new characters introduced in Mortal Kombat 11. Geras is a powerful warrior who relies on strong blows and throws. Geras can control time - he can stop an enemy for a moment and attack them relentlessly. What is more, Geras's Krushing Blow is easy to perform and it can keep enemies away from him. All of the things listed above make him one of the best characters in Mortal Kombat 11.
Special ability - Bed of Spikes
< > 2
Bed of Spikes is one of the most important special abilities available to Geras - it helps him create devastating combos. Geras grab the enemy and then throws them at spikes made out of sand. Bed of Spikes can be amplified - after throwing the enemy at the spikes they get launched in the air. This gives you an opportunity to continue juggling the enemy.
Special ability - Quick Sand
V < 3
Geras goes under the ground and reappears behind the enemy's back. He then grabs them and performs a throw. Geras is invulnerable to projectiles throughout the duration of Quick Sand. This ability can be used from any place on the map meaning that your enemy must remain cautious during the entire fight.
Special ability - Temporal Advantage
< > 3
Temporal Advantage is another crucial ability that can be used in combos. Geras stops his enemy in place and then pushes them backward. Temporal Advantage can be amplified - your enemy freezes in place giving you a few free hits.
Special ability - Sand Pillar
V > 3
Geras creates a sand pillar that emerges from the ground and launches the enemy in the air. The main use of Sand Pillar is to keep the enemy at a distance or to damage them from far away to, e.g. finish the enemy off.
Special ability - Gauntlet Of The Ages
V < 2
Geras charges his glove and then performs a powerful blow. The number of charges determines the damage. If you charge Gauntlet Of The Ages to maximum (3 charges), you will be able to perform Krushing Blow.
Geras - simple combo 322 damage
- 2 1 , Bed of Spikes AMP (< > 2, Interaction) , >> 4 , Bed of Spikes (< > 2).
Geras's basic combo that deals 322 damage and uses one amplification. You can have slight problems with going from Bed of Spikes to >> 4 - you need to get the timing right. Start dashing when the enemy is launched from the ground.
Geras - simple combo 339 damage
- < 2 2 , Bed of Spikes AMP (< > 2, Interaction) , >> 4 , Bed of Spikes (< > 2).
Another simple combo for Geras that deals 339 damage and uses one amplification. The thing that makes it different from the combo above is the opener - < 2 2.
Geras - a 349 damage combo with Fatal Blow
- 1 1 , Temporal Advantage AMP (< > 1, Interaction) , V 2 2 , >> 4 , FB
Another simple combo for Geras that deals 349 damage, uses one amplified move and ends with a Fatal Blow. The only problem here is to go from V 2 2 to >> 4. Remember to activate a Fatal Blow right after the kick. If you are too late, the enemy will land on the ground.
Geras - a 431 damage combo with Fatal Blow
- < 2 2 , Bed of Spikes AMP (< > 2, Interaction), >> , > 3 , Temporal Advantage AMP (< > 1, Interaction) , V 2 2 , FB.
A more complex combo that ends with a Fatal Blow. It deals 431 damage (43%) and uses two amplified moves. The biggest problem is to go from Bed of Spikes AMP to >> and > 3. You need get the timing right. Remember to perform V 2 2 as fast as you can - this move is done without moving from the spot. Even the smallest step forward can make you fail the Fatal Blow.
Geras - a 321 corner combo
- 2 1 2 , 3 , Bed of Spikes AMP (< > 2, Interaction) , Bed of Spikes (< > 2).
A simple combo performed in a corner. It deals 321 damage and uses one amplified move. You start with 2 1 2, then you move from a simple 3 kick straight to Bed of Spikes AMP. After this opener, you have to wait for a split second with performing the kick - otherwise, you will miss the target.
Geras - a 357 corner combo
- JU/F 3 , 1 1 , Bed of Spikes AMP (< > 2, Interaction) , > 3 , Bed of Spikes (< > 2).
Another interesting corner combo. This one deals 357 damage and uses one amplified move. You start with a jump kick. Then, you go to two simple punches ( 1 1). You need to punch right after you land - the enemy will be at the right height allowing you to continue juggling.