If you’re new to Mortal Kombat 11 or even to fighting games entirely, you’re probably feeling overwhelmed. With dozens of characters, complex combos, and a competitive player base, starting out can feel intimidating. But don’t worry—this guide is crafted specifically for total beginners. No memes, no fluff—just practical, straight-up advice to get you from button mashing to confidently understanding how the game works.

Choosing Your Controller

First things first: what should you use to play? A console controller, a keyboard, an arcade stick, or even a hit box? The honest answer is: whatever you’re most comfortable with. Most people start on PS4 or Xbox controllers, and that’s perfectly fine.

Pro Tip:

  • Use the D-pad, not the analog stick. The analog stick is rarely used in the competitive scene for a reason.
  • Learn to slide your thumb across buttons. For example, instead of pressing Square and then Triangle separately, just slide from one to the other. This makes inputting strings faster and smoother.

If you’re using a keyboard (like some of us rebels do), make sure your key bindings feel natural. Customize them for comfort and efficiency.

Also, turn Release Check off in the settings—immediately. It’s on by default for some reason, but trust us, it makes inputs unreliable.

Understanding Notation and Attacks

You’ll hear a lot of terms like “back 1” or “forward 2.” This refers to the direction and the button input—so back + 1 means holding back on your D-pad while pressing button 1. Learn this notation. Write it down. Memorize it.

Next, you need to understand attack types:

  • Overheads: Block these standing. If you crouch, you’ll eat the hit.
  • Lows: Block these crouching.
  • Mids: Can be blocked standing or crouching.
  • Highs: You can duck under these to avoid or punish them.

Throws are unblockable. Every character has a forward and back throw. You can tech these by guessing the direction (2/4 for forward, 1/3 for back). Teching is hard at first, so many new players just duck and punish with a down 2 (which also grants a crushing blow).

Some characters have command grabs, often high attacks, and you cannot tech those. You must duck or jump. Mid command grabs (e.g., Kotal Kahn, Robocop, Uras, and Collector) must be jumped.

A few characters have unblockable attacks. You must dodge them. Shiva’s stomp? Backdash or forward dash. Kotal Kahn’s unblockable? Just jump.

Frame Data Without the Fear

Don’t panic. You don’t need to be a mathematician to understand frame data. Just focus on two things:

  • Startup frames: How fast a move starts. The lower the number, the faster (and usually better).
  • Block advantage: Tells you who gets to act first after a move is blocked.

Example: Scorpion’s Stand 1 has a 7-frame startup. That’s quick. His Back 1 has 14 startup frames. Much slower.

Now let’s say a move has -14 block advantage (like Scorpion’s amplified teleport). That means your opponent can act 14 frames before you if they block it. If their move has a 13-frame startup or faster, they can punish you.

Punish means your opponent gets guaranteed damage because you did something unsafe. Pay attention to these numbers and avoid unsafe habits.

How to Combo in MK11

Combos in Mortal Kombat 11 are straightforward once you understand the system:

  1. Start with a string (a sequence of basic attacks).
  2. Cancel that string into a special move.
  3. Repeat or amplify the special move to extend the combo.

MK11 uses a dial-in system, meaning you input strings quickly without timing each hit. Just input the full sequence fast and it’ll come out.

Special Cancels are essential. You must input the special move before the attack animation finishes. For example, Scorpion’s Back 1, 4 can be cancelled into teleport. Just input it fast.

You can build basic combos like this:

  • Back 1, 4 → Teleport (Amplify) → Forward 3 → Teleport
  • Or end with a Spear for more damage.

Different strings offer different possibilities. For instance, Scorpion’s 4-2-3 string allows a special cancel after the overhead hit, but not after the low. Explore these for each character.

Jump-Ins and Anti-Airs

Jump attacks are powerful. Jump 1 and Jump 2 can lead directly into strings. For example, Jump 1 → 1-1 → Teleport = combo.

Jump kicks can’t be dialed into strings, but they do give a bounce. That means if you’re quick, you can dash after and continue a combo.

Practice anti-airs too. Record an opponent jumping and try:

  • Down 2 for crushing blow punishes.
  • Stand 1 for faster anti-airs.

Some advanced players use flawless blocks. This technique lets you counter with Up 2 (launch) or Up 3 (invincible hit)if timed perfectly.

Defensive Techniques

When knocked down, you have options:

  • Wake-up Up 2 / Up 3: Just spam the input and it’ll come out.
  • Roll: Push a direction + Stand Switch button. You must time this well.
  • Delayed Wake-Up: Hold Stand Switch button to delay your rise and throw off the opponent.

And if you get juggled, don’t forget the Breakaway: Press Down + Block with two defensive bars to escape mid-air.

Picking a Character

Worried about who to play? Here’s a hot take: pick who you think is cool.

Characters like ScorpionLiu KangSub-Zero, and Jade are beginner-friendly and competitively viable. Avoid complex characters like Fujin unless you’re ready for a steep learning curve.

All characters are viable online—especially at beginner and intermediate levels—so have fun with your choice.

Final Thoughts

This guide just covered about 80–90% of what you need to know to play Mortal Kombat 11 well. The game might seem overwhelming, but it’s honestly one of the more accessible fighting games out there.

Practice your inputs. Learn to block wisely. Master just one or two combos. Use your tools smartly. And most importantly, don’t forget to enjoy the process.

Whether this is your first fighting game or just your first foray into Mortal Kombat, good luck—and welcome to the fight.


Discover more from My Gaming Tutorials

Subscribe to get the latest posts sent to your email.

Leave a comment

Trending