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Sep 27, 2004  Amazon, Facebook, Apple and More Lower Streaming Quality in Europe, Following Netflix Example. Mortal Kombat 11 players are currently in a carnival of chaos as Joker, the game's fifth DLC character, is now available to Kombat Pack owners. We've had him for a little over 24 hours and that.

Posted by John 'Velociraptor' Guerrero • January 29, 2020 at 5:52 p.m. PST

Mortal Kombat 11 players are currently in a carnival of chaos as Joker, the game's fifth DLC character, is now available to Kombat Pack owners. We've had him for a little over 24 hours and that means the tech is rolling in as players pick apart the evil clown.

We've rounded up a handful of video showcases to give you a variety of looks at Joker. You'll see high-level gameplay, general assessments, combo guides, and more. If you haven't been able to check out all of Joker's extra creepy kill moves, MKIceandFire have got you covered. They've posted a video showcasing not only the character's Fatalities but also his gruesome Brutalities. Seeing the Joker finally able to kill without censorship of any kind is almost too much.

Many are wondering if Batman's arch-nemesis will be closer to terrific or terrible in MK11, and True Under Dawg Gaming goes through each of his strings and basic tools to try to answer that question for us.

Combo video from Rooflemonger shows us how Joker's combo potential varies depending on which of his three loadouts you're using. The third is great for combos, as we saw in the Kombat Kast, while the second is decent and the first is really for those who want to do more zoning and single hits.

One of the NRS community's biggest tech explorers, NOBLE|Raptor, has already figured out some more advanced combos to use in all three variations. Once you've mastered the ones in Rooflemonger's video, graduate to Raptor's and see what you can muster.

FOX|SonicFox has posted a collection of matches stretching just over 20 minutes. See how the best NRS player in history is taking to the clown prince of crime in his MK11 appearance. We saw Fox talking about Joker on Twitter shortly after his release, having had the following to say about the newcomer:

'In terms of Variation difficulty for Joker, I think his second one is up there in terms of Hardest characters in the game to play, (like D'Vorah) then his third variation seems the easiest to play, and the first one being the second easiest.'

Posted by Steven 'Dreamking23' Chavez • February 12, 2020 at 4:03 p.m. PST

Fans everywhere (not just Kombat Pack owners) have been able to get their hands on DC Comics' own The Joker in Mortal Kombat 11 for a little over a week now. With three tournament-standard variations and a slew of unique attacks, special moves, and combos to learn, it can be difficult to kick things off for those trying to pick up the character.

With this in mind, today we're going to look at five of Joker's best moves in MK11. Practicing these attacks and using them in battle will help fans jump-start their Joker-playing journey.

Before we get started, it is worth pointing out that the moves featured here were picked solely within the confines of the three tournament-standard variations. No custom moves were considered as they are not useable in ranked or tournament play.

Joker burns a handful of playing cards in the opponent's face, creating a quick, fiery explosion. Kard Trick is a great normal attack with deceptively strong range on it.

Using this normal after an attack string that creates some distance between Joker and the opponent can allow him to keep the pressure on or catch a stray button with a counter hit. Kard Trick can also be followed up with 4 to start the combo string 'Have A Laugh,' which is special cancellable — allowing for hit confirms or safer blockstrings using special moves.

Following through with the entire combo string starting with Kard Trick ends in a quick low attack too. Mixing up the different options from Kard Trick will keep opponents on their toes in an attempt to properly counter.

Though the start-up on Jumping Jester isn't the greatest, putting this small jack-in-the-box in play can make life very difficult for the other player. Joker kicks the box at three different ranges, and once it reaches its mark the jester will pop up and strike the opponent.

Using Jumping Jester at the end of juggle combos can make it so that the opponent wakes up with a clown right behind them or on top of them, allowing Joker to create a devastating mix-up situation. Try landing 1, 2, 1, juggling with 2, 1 and cancel into medium Jumping Jester for a quick and easy set-up to start.

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Performing the Amplified version of Jumping Jester also makes the clown explode when it's in the air. This leads to juggle combos and better lockdown, and using either after blockstrings when the opponent is conditioned to worry about pressure can allow you to put them on screen more actively despite the start-up.

This normal attack is one of Joker's main party starters. Using his cane, Joker reaches out far to land a quick poke.

The Joker Poker is relatively fast and has fantastic range on it. It is also part of the 'Show's Over' combo string, which has a special cancellable second hit.

You'll be using this normal quite a bit for hit confirms, whiff punishes, blockstrings, and combos. Oh, and finishing the Show's Over combo string sees Joker land a big swing of the cane that pushes the opponent out a good distance on block, making it fairly safe.

Joker rushes the opponent for an overhead cane bash, the proceeds to hit them across the face as if he were swinging a baseball bat. Though Birdboy Beatdown is definitely a reference to Joker viciously beating Robin with a crowbar, it isn't quite as devastating on the surface in Mortal Kombat 11.

It does solid damage as a combo ender and sends the opponent flying quite far away when hit successfully, but this special move's true power lies in the Amplified version. If you're using either the first or second tournament-standard variation, your gameplan will likely revolve around the amplified version of this attack.

Successfully hitting three of these in the same game makes the next normal Birdboy Beatdown a Krushing Blow that deals excellent damage. Not only is the damage worth it, but the threat of it gives the opponent yet another thing to worry about.

Joker's toward throw is another one of those moves that can put a deep fear into the other player. While it functions as any throw does in MK11, when used in conjunction with Fatal Blow this grab becomes absolutely lethal.

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If Joker's Fatal Blow is on cooldown (meaning it was used and whiffed, was blocked, or was cancelled), toward throw becomes a Krushing Blow. Now you're hitting over 300 damage with a single throw.

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One way to set this up is to Fatal Blow dash cancel a block or combo string, then either go for another attack or the throw. Fatal Blow cooldown lasts for 10 seconds, so your opponent will have to be wary of the next throw for that entire time, which can help Joker dictate the pace of the match when his health is low.

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The Joker can be purchased in Mortal Kombat 11 for $5.99 USD individually or as part of the Kombat Pack for $39.99. If you opt to pick up the latter, you'll also gain access to five other DLC characters, including Shang Tsung, Nightwolf, Terminator T-800, Sindel, and Spawn (who is scheduled for release next month).