Mortal Kombat 11/Attack Attributes

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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 properties that reduce the damage done from subsequent attacks. This scaling is different for each attack and will overall reduce the damage each attack does by a greater amount as the kombo continues. Certain moves and/or Krushing Blows such as a Down2 Krushing Blows can greatly affect the damage the rest of the kombo does. Fatal Blows can do far less damage depending on the scaling of the combo prior to the Fatal Blow.

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 and differs in damage relative to that move's hit damage. 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 higher amount of block damage. "Strings" that are blocked do not have their Block Damage scaled, unlike Attack Damage in kombos.

Flawless Block Damage

A type of damage that occurs if the opponent enters a block state within 3 frames of an attack's active frames. It will mitigate the block damage of that attack to 10% (10.50 Block Damage to 1.05 Flawless Block Damage) and drops the thousandth decimal place. For example, an attack that does 18.75 Block Damage will only do 1.87 Flawless Block Damage and will drop the 5. It will not round the thousandth damage value.

Attack Kombos that have their first attack Flawless Blocked will have the remaining string also only do Flawless Block Damage, greatly reducing the overall chip damage of otherwise effective strings with a single Flawless Block. If there occurs a gap that enables the opponent to Flawless Block the next attack, the following attacks will do normal Block Damage unless the opponent Flawless Blocks again.

Pushback

A phenomenon that affects the ultimate distance between players after a blocked attack. What causes the pushback for any attack is the combination of the movement of the attacker, the pushed-stated of the opponent and whether or not the attack was Flawless Blocked. Attacks that are more difficult to punish on block are often pokes that have a longer reach with little forward movement towards the opponent or attacks that even move the player away on block.

The pushback of any attack also depends if the opponent blocked the attack while standing or crouching. While there exist several different animations for blocking while standing, it doesn't necessarily mean it causes greater or lesser pushback than if the attacks were blocked while crouching. The difference in pushback between crouch blocking and stand blocking vary from attack to attack, character to character and also the combined pushback of attacks in Attack Kombos on block as well.

Flawless Blocking also nearly eliminates the pushback of attacks as well, making many attacks previously safe on block to be punishable such as certain Fatal Blows.

Knockdown

State that occurs after a juggle kombo or after certain attacks or attack kombos. The frame advantage the attacker receives takes into consideration the recovery of the opponent, once the opponent returns to a neutral state the ultimate frame advantage of the attack is determined. Because Getup Rolls and Delayed Wakeup inputs occur during the "getting up" phase of the knockdown, the timing to execute these defensive options will wildly differ from attack to attack. Certain attacks such as the Back4 universal sweep attack have a relatively smaller window to input these defensive options.

A popular strategy is to use a certain ender during your Juggle Kombo that has little frame advantage to limit the window the opponent has to react to a knockdown state, seemingly causing them to stand back up into continued offense before the opponent realizes they were knocked down to begin with.

Restands

Certain specials have the restand property which reverts the opponent into a standing position instead of knocking them down, regardless of whether they were in a juggle or not. These are valuable for pressure resets and setups, primarily because they deny the opponent the opportunity to use any of their wake-up defensive options. These moves usually have large amounts of hit advantage as well to facilitate this.

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. Regeneration begins after a brief pause. The duration of this pause varies depending on that particular action but typically ends towards the end of the recovery of the move or shortly after. 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, Getup Attacks, Block Attacks and adding armor to Environmental Interactions to name 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. Regeneration begins after a brief pause. The duration of this pause varies depending on that particular action but typically ends towards the end of the recovery of the move or shortly after. 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, Block Attacks 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. Typically associated with Breakaways, some Special Amplified Moves and some Environmental Interactions
  • Normal Meter Regeneration takes 10 seconds until a single bar is refilled. Typically associated with many Special Amplified Moves and many Environmental Interactions
  • Fast Meter Regeneration takes 8.5 seconds until a single bar is refilled. Typically associated with Getup/Block Attacks, Special Move Cancels and Armored Environmental Interactions

The only exception to this is when a player spends their defensive meter to prevent chip kill in a Last Breath state and then loses the round. Both stacks will be completely refilled shortly before the next round begins. Even if only one defensive meter is spend to prevent chip kill, both will immediately regenerate 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.

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