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Mortal Kombat 11 Ultimate Meter Tips & Guide: Everything You Need to Know

Published on: 01/27/2021
By: Jon Silman

In order to grow as a player in Mortal Kombat 11 Ultimate, it’s important to learn every aspect of the game. Not only techniques, combos, and how to play neutral, but also the game’s mechanics.

In this guide, we’re going over everything you need to know about the meter ranging from what it is and how it works to how to use it.

Understanding the meter is one of the best ways to learn what options work, how to counter moves, and how to take advantage of amplified moves.

How the meter works MK11

The defining characteristic that separates the Mortal Kombat 11 Ultimate meter from the meter in most fighting games is the way it charges. In most games, you build up the meter through blocks, defense, and attacks before using it on special moves. The MK11 meter is more about timing.

This game actually has two meters: offensive and defensive. Both have two bars. Each slowly recharges individually upon use at a set rate.

How to use Defensive Meter

There are a couple of ways to use your defensive meter.

Wake-Up Game

One of them is when you get knocked down. Mortal Kombat 11 Ultimate players will sometimes attack when you try to get up. Fortunately, you can use one of the two defensive meter bars to safely roll away.

Want to go on the offensive from a defensive position? Use one bar from both the offensive and defensive meter to perform a wake-up attack.

Breakaway

Another defensive maneuver is the breakaway, allowing players to escape combos. Breakaway uses both meters but potentially gets you out of a tough situation, assuming the opponent doesn’t read it.

Stage Interactables

Stage interactables also consume one meter depending on if you’re using an object to attack (offensive) or evade (defensive). These options are unique to specific stages. Offensive interactables are one time use, while defensive ones can be used more than once.

How to Use Offense Meter

You can use one bar of your offensive meter to amplify a special move. These require unique inputs and give moves special properties. For instance, Scorpion’s teleport goes from lacking combo potential to launching the opponent when amplified. This costs either one or two bars depending on the move.

You can also use an interactive element as an armor move to absorb an attack. That costs two meters.

Flawless Block Counter

A flawless Block will reduce damage and allow for an instant counterattack. This costs one block from each meter.

Burn the Meter in Practice

Check out the Open Series to see meters used in common and unexpected ways.

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