Mortal Kombat 11/Attack Attributes

From SuperCombo Wiki

Attack Damage

When an attack hits the opponent, the damage done will be measured to the hundredth decimal (4.50 for example). When damage is scaled, it will scale then only to the hundredth decimal. This damage is listed in replays and in training mode and the listed damage will be the number reduced from the life bar.

Kombo Damage Scaling

Each individual attack has a properties that reduces subsequent damage from attacks by an amount. This scaling is different for each attack and overall reduce the damage each attack does by a greater amount as the kombo continues. Certain moves such as Down2 Krushing Blows greatly affect the damage the rest of the kombo does and Fatal Blows can do far less damage depending on the scaling of the combo before the Fatal Blow was.

Pop Up/Juggle Gravity

Certain attacks and attack kombos may launch the opponent into the air. During many of these instances the player may continue their kombo afterwards while the opponent remains in the air. They will then either fall down to the ground or get hit by another attack which will send them back into the air by a smaller amount. If the opponent falls completely to the ground they will then enter a knocked down state. The opponent will continue falling faster as the kombo continues. By how far up the opponent is "popped" up and how much faster they fall down afterwards depends on what attack is used.

Block Damage

A type of damage that occurs if the opponent enters a Block state when the attack lands. While Block Damage typically does less damage than an actual hit, the amount of block damage any attack does varies. Certain basic attacks or special moves/projectiles are used often because of the relatively high amount of block damage they do, or certain Attack Kombos are used often because they have a relatively higher amount of total attacks that add up to a high amount of block damage. "Strings" that are blocked do not have their Block Damage scaled, unlike Attack Damage in kombos.

Flawless Block Damage

Pushback

Knockdown

Offensive Meter

A resource that can be used in a variety of different ways. It is split into two stacks, when they are spent they will passively regenerate over a certain amount of time. It will continue to regenerate between rounds during taunts. The only time it doesn't regenerate is during Krushing Blow cutscenes and Fatal Blow cutscenes. Things that cost Offensive meter include certain special moves, amplifying special moves and adding armor to Environmental Interactions to include a few.

Defensive Meter

A resource that can be used in a variety of different ways. It is split into two stacks, when they are spent they will passively regenerate over a certain amount of time. It will continue to regenerate between rounds during taunts. The only time it doesn't regenerate is during Krushing Blow cutscenes and Fatal Blow cutscenes. Things that cost Defensive Meter include certain special moves, cancelling the recovery of certain special moves, Getup Attacks, Getup Rolls and Environmental Interactions to name a few.

Slow/Normal/Fast Meter Gain

Anytime Offensive or Defensive meter is used, it will fill back up after a brief pause. The speed of the meter filling will do so in one of following speeds.

  • Slow Meter Regeneration takes 16.5 seconds until a single bar is refilled.
  • Normal Meter Regeneration takes 10 seconds until a single bar is refilled.
  • Fast Meter Regeneration takes 8 seconds until a single bar is refilled.

The only exception to this is when a player loses the round after using a Breakaway, consuming both their Defensive stacks. Both stacks will be completely refilled shortly before the next round begins.

Meter Gain Rate Priority

While meter is refilling, it will remain in its current Meter Regen Rate until an action with a slower rate is used. It will only end when both stacks of that meter is fully filled. If either the Defensive or Offensive meter rates are Slow and then a Normal or Fast rate action is used, the Meter Regen Rate will remain Slow. Conversely, a Fast rate state will change to Normal if a Normal rate action is later used or Slow if a Slow rate action is later used and will remain at that rate until a slower rate action is used or if both meter stacks are completely filled.

Game Navigation

General
Basics
Movement
Offense
Defense
Attack Attributes
Misc
Characters
Baraka
Cassie Cage
Cetrion
D'Vorah
Erron Black
Frost
Fujin
Geras
Jacqui Briggs
Jade
Jax Briggs
Johnny Cage
The Joker
Kabal
Kano
Kitana
Kollector
Kotal Kahn
Kung Lao
Liu Kang
Mileena
Nightwolf
Noob Saibot
Raiden
Rain
Rambo
Robocop
Scorpion
Shang Tsung
Shao Kahn
Sheeva
Sindel
Skarlet
Sonya Blade
Spawn
Sub-Zero
Terminator T-800