Wondering how to fight in Mortal Kombat 11 ? The good news is the basics accept gone mostly unchanged between Mortal Kombat X to Mortal Kombat eleven, then if y'all're familiar with the franchise information technology'due south an easy transition. If non, we're offer some tips for how to get started.

The bones attacks, specials and combos are the same but some new features make fighting in MK11 more than strategic. Dissimilar MKX, the attack and defense gauges are split into two gauges in MK11, and the game also adds Krushing and Fatal Blows. Both features give players more than opportunities to make a comeback during matches.

There's a lot you can learn about fighting in Mortal Kombat xi and NetherRealm has put an extensive tutorial that teaches the ins and outs of what you can do.

But if you lot're brusk on time and desire to dive into some fights, here's a rundown of the nuts and virtually of import aspects of fighting on MK11.

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NetherRealm

BASICS

The fundamentals of fighting in MK11 are similar to MKX.

Players move using the D-pad or left analog. Dashing is simple, tap back or forwards twice, and is a nifty way to distance yourself from the opponent or to close a gap.

Here are the assault inputs for PS4 and Xbox 1:

Front end Dial - Square/X

Back Punch - Triangle/Y

Front Kicking - X/A

Back Kick - Circle/B

You lot can string these inputs together to kickoff a combo or special move. Refer to the characters move list (in the game menu) on how to perform them.

Players can also use an input while crouching or jumping to perform new attacks and get around blocks. (Nosotros'll become into blocking a bit later on.) Tapping up instead of holding up will crusade a hop. This tin can be used to avoid low attacks or to attack quicker while in the air.

Certain attacks tin can stun, which puts enemies in a state where they cannot defend themselves. Special moves like Scorpion'southward spear or Sub-Zero's Freeze specials make opponents vulnerable to attack.

Certain specials and attacks also send enemies into the air, which leaves them vulnerable to combos as well. This is chosen a juggle.

BLOCKING AND THROWS

Blocking is done by property R2. Mid attacks are the most basic, and can be blocked while standing or ducking. Low attacks can only exist blocked while ducking.

High attacks can exist blocked when standing or ducking. They tin besides be evaded entirely by ducking without blocking. Overhead attacks can only be blocked when continuing.

Fighting in MK11 is all about prediction. Being able to anticipate the management of attacks comes with exercise, but offers huge benefits and is key to setting upward combos and counters.

To get around your opponent's blocks, striking them with a low attack while they stand or an overhead assault while they duck.

Throws interruption blocks and tin be used with the L1 button or Square/10 and 10/A. You can hold back while throwing an opponent to toss them in the opposite direction. This is great for getting opponents in the corner.

Throw escapes can be performed by pressing Foursquare/Ten or X/A immediately after yous have been grabbed.

ENVIRONMENTS

Every stage has different interactions in the environment that can be used. They vary from platforms you can jump off of to get out of a corner, or weapons you tin can grab to attack the opponent. To interact with these items, simply press R1 when well-nigh one. However, half of your Defensive Approximate will be used. It will refill over fourth dimension so use it when necessary.

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NetherRealm/YouTube

FATAL BLOWS

When your health is beneath xxx percent you tin perform a powerful attack called the Fatal Accident. It can only exist performed once per lucifer so apply information technology wisely.

If a fatal blow is blocked or misses, you volition have to await some fourth dimension to try it over again.

Fatal Blows bargain a lot of impairment so it's perfect for grabbing victory from the jaws of defeat.

mortal kombat 11 amplify
Some specials can exist amplified. NetherRealm

AMPLIFY

Certain special moves can exist amplified to give them more than power or alter their properties. By pressing R1 at a specific time when performing a special move - usually correct later on information technology lands - the assault will be amplified.

Some amplified special moves add more projectiles, others add some other attack to a combo string to deal more damage. Exist sure to exercise the timing of amplified specials to run into what they exercise and to acquire the all-time ways to utilize each individual assault.

Amplified special moves cost half of your Offensive Approximate but like the Defensive Gauge it will refill over time.

Defense force

The Defensive Meter allows players to perform moves that can help them escape in a compression.

When you lot're beingness juggled by your opponent printing Downward and R2 to perform a Juggle Escape while in the air to go out of it earlier they can finish their combo. This depletes your entire Defense Gauge.

When you're knocked downwards, hitting L2 and dorsum or forrad just every bit you lot're about to become up from the footing to Whorl Escape. This is great to exit of the corner or to put some distance between y'all and your opponent. This as well uses one-half of the Defense force Gauge.

Mortal Kombat 11 is available now for PS4, Xbox One, PC and Nintendo Switch.