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Right now I am trying..
flip stance | front kick | amplify
back punch | front punch | back kick
LB is block, RT is throw. Since throw can easily by done with B and Y on the Saturn controller, I am not sure it needs to really be mapped at all. I may put Block on RB, stance on LB, throw on X, and then I have a simplified LB+RB for fatal blows.
In doing so I tried to stay more true to how I used to play it old-school MK Genesis with the 6-button controller, so
SEGA 6-Button Arcade Pad - with Genesis Mortal Kombat:
(Mode) - n/a
(X) High Punch - (Y) Block - (Z) High Kick
(A) Low Punch - (B) Block/Run - (C) Low Kick
(Start) - n/a
Retrobit SEGA 8-button Arcade Pad - with PC Mortal Kombat 11:
(L) - FLIP STANCE (R) - INTERACT
(X) BACK PUNCH - (Y) BLOCK - (Z) FRONT KICK
(A) FRONT PUNCH - (B) THROW - (C) BACK KICK
(Start) - Start
(Mode) - Guide
Right now the one I am playing around with, and really liking is...
Throw | front kick | interact/amplify
back punch | front punch | back kick
LB is stance, RB is block.
What I like about this is the front punch/kick are under the default resting positions of my thumb, with back punch/kick just off to the sides. Hitting Z button on top row for interact/amplify is pretty easy, and I've become used to just hitting both the center buttons for a throw that the throw button has become irrelevant. Simple LB/RB for fatals. And since FP/FK are on two adjacent top/bottom row buttons, it makes grabs very easy, otherwise, I'd have to actually use the grab button, though, that's not hard to do since it's just mapped to Y on the Saturn controller.
Because stance and block have to be hit together for fatals, I found it most intuitive to have them instinctively paired some how, like A+Y (sega buttons) or LB/RB and decided on LB/RB for this.
If I try another scheme, it'd be...
throw | back punch | interac/amplify
front kick | front punch | back kick
But that would because I view front kick as the second most important button after front punch in terms of what appears most in combos and special movies, and the A button is the second most intuitive button on the Saturn controller.
the only character I saw a real problem was with Jax, which I rectified it by just programming a special button for some of his special moves.
Which is why I made sure to map them to the face button of my controller pad, which is the layout I posted earlier.
Throw | back punch | interact
front kick | front punch | back kick
Well it would turn it into a 6 button layout.....lol
I am well aware XBO and PS4 controllers have more than 6 buttons. I do not want to use those controllers because I prefer d-pad on many games, fighters included, and their d-pads are hot garbage.
And the really sad part is, the PS4 d-pad is way, way better than any other modern era console controllers.
X: Throw - Y: Back punch - Z: Interact/amplify
A: Front Kick - B: Front Punch - C: Back Kick
This is my final setup that I am sticking with. As I said before, basically a Gamecube layout, with the X and Z added on top.