Mortal Kombat 11: 8 New Gameplay Features You Need To Know
4. Offensive & Defensive
The strangely-oriented super meter on show in MK 11 isn't just an aesthetic choice - there's a rhyme to NetherRealm's reason. Divided at the centre into two individual resources, one is dedicated to boosting offensive capabilities while the other facilities, well, the opposite of that. In simplest terms, the former has an identical function to MK 11's predecessors - to bolster special attacks with additional power - whereas the latter comes into play when you're the one being bruised and battered.
Should you find yourself forced into a corner or sent to ground, expending defensive meter will allow you to roll out of harm's way and put space between your opponent or, if there's one to hand, use an environmental object to give the aggressor a surprise sucker-punch.
Both meters refill without the need to deal (or take) consistent damage, which is a surprising twist, but NetherRealm says it's not averse to making changes based on player feedback, so don't be surprised if they function differently come April.