Mortal Kombat X PS4: Why It Still Feels Better Than the Sequels

Mortal Kombat X PS4: Why It Still Feels Better Than the Sequels

Look, let's be real for a second. In 2026, the fighting game landscape is crowded. We've got the flashy multiverse stuff, the high-fidelity sequels, and enough DLC characters to bankrupt a small nation. But if you blow the dust off your console, there is a specific reason why mortal kombat x ps4 is still sitting in your library. It isn't just nostalgia. It’s the speed.

Most modern fighters feel like they’re underwater compared to this game. NetherRealm Studios really caught lightning in a bottle back in 2015. They built something that wasn’t just a "sequel" to the 2011 reboot—it was a total mechanical overhaul. You’ve probably noticed that in later entries, everything feels a bit more... deliberate? Slow? MKX doesn't care about your feelings. It wants you to run. Literally.

The Performance Gap: Why PS4 Was the "Gold Standard"

Back when this launched, the tech world was obsessed with "Resolution Gate." You might remember the headlines. Digital Foundry did a deep dive that confirmed the PlayStation 4 version was hitting a native 1080p at 60 frames per second. Meanwhile, the Xbox One version was hovering around 1360x1080, which made it look just a bit fuzzier during those high-intensity X-ray moves.

Honestly, the PS4 version just felt tighter. When you're trying to hit a frame-perfect cancel with Scorpion’s Hellfire variation, that stability matters. The PC port was a bit of a disaster at launch—handled by High Voltage Software before QLOC had to step in and basically rebuild the house—but the PS4 experience was rock solid from day one.

  • Native Resolution: 1920x1080.
  • Frame Rate: 60fps (gameplay), 30fps (cinematics).
  • Engine: A heavily modified Unreal Engine 3.

It’s kinda funny looking back. Ed Boon, the series creator, used to get grilled on Twitter (or "X" as the kids call it now) about why they didn't use Unreal Engine 4. His response was basically: "We've customized UE3 so much it's essentially its own beast." And he was right. The lighting in the Dead Woods stage still looks incredible ten years later.

The Run Button and the Meta of Aggression

We have to talk about the stamina bar. This is the thing people either love or absolutely despise. In later games, the stamina system got reworked or slowed down, but in mortal kombat x ps4, it’s an invitation to be aggressive.

You can run. Like, actually sprint at your opponent.

This created a "pressure" meta that hasn't really been replicated since. If you’re playing against a high-level Erron Black or a Marksman Kung Jin, you aren't just fighting their moves; you're fighting the fact that they are constantly in your face. It’s sweaty. It’s stressful. It’s perfect.

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Variations: A Blessing and a Curse

One of the coolest things—and maybe the most controversial—was the Variation system. Every character had three distinct flavors. Take Scorpion:

  1. Ninjutsu: Gave him dual swords and better range.
  2. Hellfire: Focused on fireballs and that annoying teleport cancel.
  3. Inferno: Let him summon minions.

Basically, it was like having 80+ characters instead of 20. But here’s the rub: some variations were objectively garbage. If you weren't playing the "pro" approved variation, you were sort of handicapping yourself. NetherRealm tried to balance this, but honestly, the community usually found one broken setup and rode it into the ground.

I remember when the DLC started dropping. Adding Jason Voorhees, the Predator, and the Xenomorph from Alien? That was peak gaming. Seeing a Xenomorph come out of a Baraka-clone was a weird, lore-breaking fever dream that somehow worked.

What People Get Wrong About the Story

The "25-year time jump" was a huge gamble. Introducing "The Kombat Kids" (Cassie Cage, Jacqui Briggs, Takeda, and Kung Jin) felt risky. A lot of fans just wanted the classic roster. But looking back at it now, Cassie Cage might be one of the best characters they've ever designed. She had the sass of Johnny and the tactical grit of Sonya.

The story mode itself was that classic NetherRealm "movie you play through," but it felt darker than MK11. Shinnok was a genuinely creepy threat, and the internal politics of Outworld—Kotal Kahn vs. Mileena—gave the world more depth than just "Earthrealm gets invaded again."

Technical Tips for the Modern Player

If you're jumping back in today, you've gotta change your settings. The default setup isn't great for competitive play.

Go into the controller options and turn off "Release Check." In the fighting game community, we call this "negative edge." Basically, the game registers a move when you release a button, not just when you press it. This leads to so many accidental special moves. Turn it off. Your combos will thank you.

Also, use the D-pad. If you're using the analog stick for a game like this, you're just asking for an RSI. The precision required for those back-forward inputs is way higher than you think.

Is the Online Still Alive?

Surprisingly, yes. While the player counts aren't in the millions anymore, you can still find matches on the PS4/PS5 (via backward compatibility). Because the game sold over 11 million copies, there’s a massive "legacy" player base.

The netcode was actually patched to use "Rollback" (specifically GGPO-style) about a year after launch. This was a massive win. It meant you could play someone three states away without it feeling like a slideshow. Most modern fighters take this for granted now, but MKX was one of the big titles that proved AAA games needed it.

Survival Guide for 2026

  • Don't jump too much. Anti-airs in this game are brutal.
  • Learn your pokes. Down-1 (Crouching Square) is your best friend to take your turn back.
  • Respect the corner. If you get stuck in a corner against a good player, you're basically dead. Use your Breaker (Block + Forward) the second you have two bars of meter.

Moving Forward With Your Game

If you want to actually get good at mortal kombat x ps4 instead of just mashing buttons with friends, your first step isn't learning a 40% combo. It's learning frame data. Go into the move list. Look at the "On Block" numbers.

If a move is -12, and your opponent blocks it, they can hit you with any move that starts in 11 frames or less, and you can't do anything about it. This is called being "punished." Once you stop throwing out unsafe moves, you’ll start winning 50% more of your matches immediately.

Start by picking one character and one variation. Don't bounce around. Master the range of their normal attacks. Once you can move comfortably and block properly, then you go to YouTube and find those "Toe Tag" combos.

Mastering the run-cancel mechanics is the final boss of MKX skill. It takes hours of muscle memory training, but once it clicks, you'll understand why this game is still a masterpiece of the genre.