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Mortal Kombat 11's crushing blows are like Soul Calibur 6's lethal hits but can only be used once per match

The 'one use per game' limitation places an interesting spin on this mechanic

Posted by Justin 'AdaptiveTrigger' Gordon • January 17, 2019 at 7:04 p.m. PST • Comments: 37

Many of Mortal Kombat 11's mechanics have been revealed to us today. It seems that the developer wanted Mortal Kombat 11 to feel very different from its predecessors.

One of the game's most interesting mechanics is its "crushing blow" system. For those that are familiar with Soul Calibur 6, it's actually very similar to the lethal hit system.

According to the developers, many attacks that have the crushing blow property will trigger upon a counter hit. However, other attacks that will enact this effect requires a completely different condition to be met.

For example, it was stated that Skarlet's throw will trigger if the opponent techs it incorrectly. In other words, throwing the opponent out of the corner is usually not preferred but it will deal a ton more damage thanks to the crushing blow mechanic.

Another example is Geras' overhead. If the opponent is hit by this attack while crouch blocking, the crushing blow will be triggered. Meanwhile, he has another move that can be cancelled into a low that can condition the opponent.

The part about the new mechanic that is the most interesting? Each crushing blow can only be landed once per match.

Be advised that the GIFs below will showcase NSFW sequences due to the gory nature of the Mortal Kombat series. These are like miniature versions of X-Ray attacks or fatalities.

Click images for animated versions

Notice that it was said that each crushing blow can only be trigger once per match. Not per round.

In other words, you really have to think about when you should utilize a crushing blow attack as you won't be able to trigger it for the rest of that match. If you hit an opponent with a crushing blow and end up losing that round, then you've effectively wasted that option for the remaining rounds.

These appear to grant massive amounts of damage when they are triggered. It will certainly pay to understand each of your main character's crushing blows and how to trigger them.

Assuming a scenario where you are behind in life, do you spend your crushing blow in an attempt to catch up or do you save it for the next round? Alternatively, if you're ahead then you might want to consider spending a crush counter to block any comeback attempts from your opponent but be aware that you won't have it in future rounds.

According to one of the NetherRealm Studio developers, each fighter will be armed with 5-6 crushing blow moves. High level matches will likely revolve around each player trying to set up their conditions while playing around the opponent's options.

There's an option in the controls where you can have crushing blows only activate when you hold the buttons. Very useful for those that want to save the damage for better opportunities.

Interestingly enough, a move's utility will likely be reduced after it has utilized its crushing blow property. Players will essentially be encouraged to use more of their movesets.

As matches go on for longer periods of time, both players' resources will become more and more exhausted. Finding the right opportunities to utilize these resources will probably be meta defining.

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