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== Stance Change == | == Stance Change == | ||
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. 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. | 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. 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. | 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. |
Revision as of 10:57, 3 September 2021
Stance Change
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. 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.
Fatalities
Brutalities
Friendships
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.
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.