Mortal Kombat X/Defense: Difference between revisions

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== Throw Escapes ==
== Throw Escapes ==
Throw escapes are performed by pressing {{ fp}} or {{ fk}} for back-throws and {{ bp}} or {{ bk}} for front-throws when the opponent executes a throw. Command throws cannot be broken. Normal throws can be broken, even if they are executed mid-juggle. Throw escaping still nets 2% of the damage through.
Throw escapes are performed by pressing TH/1+3 when the opponent executes a Throw. Command Throws cannot be broken. Normal Throws can be broken, even if they are executed mid-juggle. Throw Escaping still nets 2% of the damage through.


== Breakers ==
== Breakers ==

Revision as of 15:54, 26 May 2023

Mkx-logo.png

Blocking

Blocking is performed by holding BL, or D+BL to block while crouching.

Standing Block (BL) will allow you to block Overheads, Highs and Mids, but it will not block Lows. Crouching Block (D+BL) will allow you to bloc Lows, Mids and Highs (Though it's better if you just let these whiff by just crouching), but it will not block Overheads

Both of these are beat by Unblockable Attacks and Throws

Throw Escapes

Throw escapes are performed by pressing TH/1+3 when the opponent executes a Throw. Command Throws cannot be broken. Normal Throws can be broken, even if they are executed mid-juggle. Throw Escaping still nets 2% of the damage through.

Breakers

Breakers cost a bar of stamina and 2 meter stocks. A breaker can be performed while getting hit by a combo with {{ F.png + bl}}, or while blocking a combo with {{ B.png + Bk.png + fk}}.

Wakeup Specials

When they're Enhanced, some Specials will gain "Armor", being Armored will allow these specials to absorb a hit or two and continue their attack as if nothing had happened, these specials are often used on Wakeup to escape the opponent's okizeme. The most common Armored Specials are the X-Rays but most characters have atleast one more aside from their X-Ray

Roll Recovery

Hitting any button when hitting the ground will perform a tech roll where your character will roll backwards. During this roll, the character can perform standard Wakeup Specials.

Delayed Wakeup

Holding D.png while on the ground will delay your character getting up. This allows you to avoid mixups that as you cannot be hit during this period. The downside is that you lose the wake-up window to buffer a wake-up move such as an enhanced special move or a backdash, making it extremely hard, if not impossible to get said moves out on the first frame of getting up.

Stage Moves/Interactables

Certain stage moves, also known as interactables, allows characters to escape corners that exist on a stage as well as make attacks associated with the stage item. These are executed by hitting the Interact Shortcut or executing {{ Fp.png + bp}}. Note that these cancel out of normal moves like special moves and require a stock of stamina to execute and that using a meter on it by hitting Bl.png will make it armored. Interactables that are associated with movement are constantly usable on the stage and interactables that are attacks are one-time use.


Mortal Kombat X

AlienBo' Rai ChoCassie CageD'VorahErmacErron BlackFerra/TorrGoroJacqui BriggsJasonJaxJohnny CageKanoKenshiKitanaKotal KahnKung LaoKung JinLeatherfaceLiu KangMileenaPredatorQuan ChiRaidenReptileScorpionShinnokSonya BladeSub-ZeroTakedaTanyaTremorTriborg

System FAQ

BasicsMovement/CancelingOffenseAttack AttributesDefenseFatalitiesStagesTier List