![]() Most of what I’ve talked about so far covers his first competitive variation, but Terminator has some interesting tools on his other variations that change up his gameplay substantially. The most likely option is the overhead, since it’s safe on block and leads to big damage, but if you keep blocking the overhead and keep getting hit by lows or command grabs that damage adds up very quickly. To break that down, the opponent has to guess whether to block the overhead, the low attack, or either jump over, duck, or interrupt the command throw. ![]() He’s a character that basically lives or dies by whether he’s able to get in close, knock the enemy down, and stay there. In addition, his main combo strings are easily beaten out by fast attacks, which makes them a little tricky to just throw out in the wild and while he has a few solid projectiles and a shield that makes him projectile invulnerable, he has a tough time getting in on those intent on keeping him out. For one, he’s very slow and lacks a good far-reaching mid attack, which means he can be easily out-ranged by players with a good handle on space control. Of course, this kind of damage output needs to be tempered somehow, and fortunately, Terminator does have a few glaring weaknesses to balance him out. What’s great is that these combos aren’t even all that hard to land, so if you’re looking for a character with big, satisfyingly damaging combos without a high technical barrier, Terminator might be your man-bot. Pile on one of his relatively simple-to-land Krushing Blows and you’re looking at nearly 50% of your life bar terminated in a single combo, without even bringing in a fatal blow. ![]() For one bar, he can do about 36-38% damage. His damage potential is easily in the upper echelon of Mortal Kombat 11’s roster, especially if he has his Infiltrator Toss air-grab equipped, which is part of his first competitive variation. ![]()
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