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Throw in some Jedi and Sith from the “Star Wars” universe for a little extra spice and you’ve got the basic premise behind the game. To do so, they must defeat each other in brutal combat and finally claim their prize from the cold, dead hands of the swords’ wielders. We're very excited to see how this new mechanic affects the flow of MK11 as there's a lot of exciting potential behind it, but we're hoping NRS goes back in and tweaks things around to at least make this a worthwhile and viable option for everyone to explore.A group of heroes, villains, and those aligned somewhere in between seek to take control of one or both of the rival swords: Soul Edge and Soul Calibur. You can see the most extreme examples laid out in the two videos below. We see plenty of situations where it's actually more beneficial for characters to simply perform an uppercut and take the damage here because their armor break technique doesn't hit hard enough. It's possible to attack foes who are breaking away with non-armor breaking moves and still dole out some decent damage. Furthermore, a successful hit leaves the opponent the entire screen away, which Raiden really does not want while fighting in his second variation (which his armor break is limited to). Raiden is a great example here as his "Summon Lightning" armor break has a hitbox that's so high up it cannot be used in many situations wherein he'd actually want to use it. Other breaks simply don't seem to jive at all with the rest of a character's game plan. Shang Tsung users, for example, can only access his break in variation two, meaning those who prefer his styles in variations one or two completely miss out on the fun. With a universal mechanic such as this one you'd want to make sure your roster has access to it more consistently across the board.
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The fact that some of these special attacks are only available in just one of certain characters' variations is a good place to start.
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There are a few reasons for this, and the team at NetherRealm Studios may want to reconsider some of these designs with such reasons in mind. There's a lot of potential for the emerging armor break/breakaway mini-game to add an intriguing new layer to MK11's general flow, but there's an obvious disparity between characters as some will surely be integrating this mechanic into almost every round while others have almost no reason to try to use it at all.
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Should an aggressor sniff out a breakaway, they can use this new tool to dish out even more pain as well as make a declarative statement that they've fully invaded their opponent's headspace. The main idea behind armor breaks (though they can also counter Fatal Blows and other armored attacks) is that they provide an answer to foes using the breakaway mechanic to slip out of combos early.
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