Fighting mechanics are solid and relatively well balanced in the time I spent with him (about 7 hours worth). The combo system feels fluid, and they are easier to pull off compared with their Street Fighter equivalent fighting system. MKX is less about hit-confirming into an unblockable combo - it's more about playing aggressively with solid fundamentals to chain into smaller combo chains to deliver sustained damage through the course of the round. Combos aren't as flashy as they are in Street Fighter, but every hit and kick is translated so viscerally to the viewer. Mortal Kombat's infamous fatality system is every bit as fun and rewarding as I remember it. Admittedly, not all fatalities were created equally, some are definitely cooler than others, like Sub Zero's spine-ripping antics is far more visually gory compared with Cassie Cage's execution fatality.
Mortal Kombat X is a good fighting game offline, and unfortunately - I never got the online matchmaking to work. Which may have been a blessing, because 7 hours of offline play isn't exactly enough time in the lab to show off my fighting chops to challenge the online scene. Nether Realms also saw fit to include both traditional towers and also weekly/daily/hourly towers to keep the post-campaign kombat experience fresher for more replayability value.