Stages
All Environmental Interactables can be modified by pressing BLK to grant immediate armor at the cost of 2 Offensive bars at Fast Meter Regen Rate (8.5 seconds). It does not change the frame data, only adds armor that can be broken by Armor Breaker attacks. Environmental Interactions are labeled the following:
- Jump type: Allows the user to do a far jump towards and past the opponent either from the wall or from an object on the ground. Certain kinds can be modified to also do a jump attack on the way down
- Projectile type: Allows the user to throw a projectile, can be modified
- Kombo-Ender type: Allows the user to attack the opponent, will typically end a kombo without being continued
- Kombo-Starter type: Launches or stuns the opponent, allowing the kombo/juggle kombo to be continued or started
- Hybrid type: An environmental interaction that changes it's type when modified or if previously used
Black Dragon Fight Club
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Left Chainsaw, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
170.00 / 22.50 / 2.25 | High | 24 | 2 | 52 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 10 | -19 | -19 | 1 DEF | |||||||
Due to being duckable and unsafe on block, this interactable is more useful as a Kombo under for added damage along with its faster startup frames.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 / 22.50 / 22.5 | Overhead | 33 | 2 | 40 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -1 | -5 | -5 | 1 DEF | |||||||
Extreme pushback on block. Due to longer startup this is more useful as an Overhead mixup if your string contains any lows, and it's a safe 50/50 mixup as well.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Right Sledgehammer, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Black Market Alley
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Even though it cannot be modified to do a jump kick it has a fast meter regen rate which is really rare for environmental interactions. Because the opponent can expect no possible attack to occur from the interaction it's recommended to spend the meter to armor up just in case, though you still will be vulnerable upon landing.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | 14 (Default) | 14 (Default) | 1 DEF | |||||||
Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing distance from your opponent, it's angle can be modified for a move downward throw but it doesn't really change much.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
While this jump-type offers no jump kick modification, the user is able to use any of their own attacks during the animation. Lookout for powerful air special moves during its use!
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 23 | 5 (Default) | 16 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 8 | 6 (Default) | 6 (Default) | 1 DEF | |||||||
Smaller projectile but comes out even faster than Left Oil Drum, this projectile is still useful for its immense pushback on block.
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Cyber Lin Kuei Assembly
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
190 / 22.5 / 2.25 | Mid | 26 | 3 | 50 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 21 | -16 | -16 | 1 DEF | |||||||
Because of its short usable range it can be more difficult to use as a kombo ender, especially for kombos that have a lot of forward movement. What's cool about this Environmental Interaction is it's large range for keeping the opponent from pushing you further into the corner.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
108 / 22.5 / 2.25 | Mid | 21 | 2 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 81 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Drops the opponent from above in front of the user for a juggle kombo, this projectile cannot be modified and keeps fairly low to the ground. Great for projectile trades, just be mindful the opponent can easily jump over it.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 21 | 4 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 139 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Only accessible after consuming Right Smoke Bomb. A projectile interaction that stuns the opponent by freezing them. Allowing for an easier time to side-switch with the opponent if you want to on hit.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 21 | 2 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 52 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Only accessible after consuming Right Smoke Bomb and Right Freeze Bomb. It's still a mid-guard projectile it launches the opponent into the air towards the user for a juggle kombo.
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Dead Pool
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Low | 26 | 4 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 16 (Default) | -2 (Default) | -2 (Default) | 1 DEF | |||||||
Sends a projectile running along the ground that is safe on block. At close distance it's -5 on block, making it a fairly useful mixup if the user has an overhead the opponent might otherwise expect to be blocking if they're not paying attention.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 26 | 9 (Default) | 14 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 44 | 12 | 12 | 1 DEF | |||||||
A large projectile with low recovery, has plenty of frame advantage on hit and block. If the opponent is in the corner this environmental interaction can be used to push the opponent back into said corner and subject them to continued pressure and offense after with its frame advantage.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Overhead | 50 | 70 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 10 | 8 | 8 | 1 DEF | |||||||
Throws a wall of acid behind the opponent at close distances, stuns the opponent on hit which can be confirmed into a kombo. Because it stays active after the user's recovery animation, the opponent can be pushed into the acid while the user walks, remaining in a neutral state for free pressure or can be hit-confirmed into a full kombo. Particularly useful for a standing reset from a string into continued offense as the startup is long enough for the opponent to return to neutral state before they realize they're being setup.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
If the opponent is closer, it can throw the user behind them. However it can be risky due to the recovery frames.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70 / 22.5 / 2.25 | Overhead | 31 | 7 (Default) | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 (Default) | -2 (Default) | -22 (Default) | 1 DEF | |||||||
Safe on block, it can be a great reversal option if the user adds armor. Just be aware that on flawless block this environmental interaction is very punishable and can result in a corner kombo punish.
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Goro's Lair
Kharon's Ship
Koliseum Beast Pen
Kotal's Koliseum
Kronika's Hourglass
Kronika's Keep
Lost Hive of the Kytinn
Retrocade
Sea of Blood
Shang Tsung's Island Ruins
Shaolin Trap Dungeon
Shinnok's Bone Temple
Shirai Ryu Fire Garden
Soul Chamber
Special Forces Desert Command
Tank Garage Bunker
Tarkatan War Kamp
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 / 22.50 / 2.55 | Low | 23 | 2 | 54 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 1 | -19 | -19 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 4 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 (Default) | 8 (Default) | 8 (Default) | 1 DEF | |||||||
Large amount of pushback on block, this projectile cannot be modified and is only available after a Krushing Blow occurs. It is a very good projectile for making space with the combined pushback and frame advantage on block.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.55 | Mid | 27 | 12 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 (Default) | 16 (Default) | 16 (Default) | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.55 | Mid | 27 | 12 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 (Default) | 16 (Default) | 16 (Default) | 1 DEF | |||||||
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Tournament
A special arena celebrating professional Mortal Kombat tournament play. Holograms allow the stage to use any set of environmental interactions from any other stage. The stage also has a set of unique variants that are made available during major events where MK11 is played, such as Combo Breaker and East Coast Throwdown.