![]() The idea behind juggling is to knock the enemy into the air and then follow up with other combat moves to keep them there. Juggling takes advantage of the fact that when a character is knocked into the air, the player is unable to control his or her character until he or she lands and gets up again. Mortal Kombat also introduced the concept of juggling, an idea so popular it has spread to later installments of the series and even other fighting games and genres. Fatalities could only be executed after you had defeated your opponent in kombat, and essentially served as a memorable and gruesome sort of victory dance. For example, Sub-Zero would grasp a defeated opponent by the head, then rip off their head and spine while the body crumpled to the ground in a pool of blood. The game retained a similar scoring system (based on successful hits, the Test Your Might minigame and other bonuses) to those games this would be dropped in later entries to the Mortal Kombat series in favor of counting wins but then be brought back in the current timeline games.Īnother of the game's innovations was the Fatality, a special finishing move executed against a beaten opponent to kill them in a gruesome fashion. Jump kicking and crouch-kicking were executed in a similar fashion to Street Fighter. ![]() Crouching and hitting either punch resulted in an uppercut, which was the heaviest strike of the game. If the two fighters were close to each other, hitting any of the attack buttons would result in a different strike: a low punch turned into an unblockable throw, a high punch turned into a heavy elbow or backhand, and either kick turned into a knee strike. Even then, characters would take chip damage from any hit while blocking - Sub-Zero's ice projectile is the unique exception. Unlike Street Fighter, characters did not block while retreating or crouching, but required pushing the block button to low block. The controls consisted of five buttons arranged in an "X" pattern: a high punch, a high kick, a low punch, a low kick, and a block button, as well as an eight-way joystick. However, it used a fighting system different from the Street Fighter formula, which was used in all sequels until Mortal Kombat: Deadly Alliance. The game was a response by Midway to Capcom's highly successful fighting game Street Fighter II, which spawned a number of sequels and related games. ![]()
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