Future Gameplay
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posted10/15/2016 05:53 PM (UTC)by
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Odemuitascastas
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06/22/2011 01:00 PM (UTC)
First - MK11 basically have the same gameplay MKX with some additions. Such MKII which was compared to the MKI and MKD in relation to MKDA.

Second - At the beginning you choose two variations instead of one. You can not switch between them whenever you want, you start with the first chosen variation and this only changes to the second when you lose a round. Which means that all fights are fought in two / three rounds.

Third - Return of Tag Team, which means return the Tag button so the buttons are back with: lock, tag, interaction and grapple. In Tag Team mode, each character only choose a variation and the second characters to choose from not participating in the exchange of discourse. Each character will have three additional universal combos for Tag Team. And the three basic movements tag team (besides the exchange itself). Adding 7 more commands per character.

Fourth - In interactions are added traps in the following ways.
- Spontaneous, reaching for being at the wrong time at the wrong time.
- Triggered spending two points on the bar, generating a trap of such a case we use the interact button + down button.
- Operated with the interact button normally, but only running a few seconds later.
- Triggered spending two bar points, generating a shift to second wing scene. It triggers using the interact button + button up. Use a trap in Brutality would be a thing possible.

Fifth - Return of Hara Kiri. That only happens in the third round, if the opponent is not killed by a Brutality. The Hara Kiri Command will be simple, if it is used the opponent makes the command Fatality appear commands random buttons that whoever hit them quickly can make the move (who won the fight the Fatality, who lost the Hara Kiri).
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