Mortal Kombat X/Movement-Canceling: Difference between revisions

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== Walking ==
== Walking ==
Walking allows you to slowly move fowards or backwards, done by inputting either foward or back in the direction you are facing, it is the simplest movement mechanic in the game


== Crouching ==
== Crouching ==
By pressing Down while you're on the ground your character will Crouch, allowing you to do your character's Crouching Attacks and dodge High Hitting Attacks, you normally won't be able to move while Crouching unless you perform a [https://www.youtube.com/watch?v=1Bk5ucjrOas Crouch Cancel]


== Jumping ==
== Jumping ==
By pressing Up, Up+Forward or Up+Back you will perform a Jump, by jumping you'll gain access to your Jump Specials (if your character has them) and Jump Normals. What Jump Normals you get will be dictated by the Direction of your jump, if you Jump Forwards or Backwards (Up+Forward/Back) you will get one jump normal for each button (J1/2/3/4) and if you do a Neutral Jump (Up) you will get a Neutral Jump Punch (NJ1/2) and a Neutral Jump Kick (NJ3/4)
Diagonal Jump Punches leave the opponent standing on hit and only do 5% damage, Diagonal Jump Kicks usually knock down and do 7% damage but there are exceptions (ex: Alien's J3). When a Diagonal Jump Kick connects the character that did it will freeze midair for a moment before falling down but Diagonal Jump Punches are not affected by this (unless you do them while you are rising) so your character will continue falling promptly
Neutral Jump Attacks are also not affected by this freezing but if they connect while rising they will continue the jump normally instead of falling back down instantly, which can make them greatly unsafe on block
If you do a Jump Normal as you are rising it will be counted as a Mid Attack, and if you do a Jump Normal while falling it will be counted as an Overhead Attack


== Dashing ==
== Dashing ==
Dashing allows characters to quickly propel forward or backward on the ground execute by tapping {{#motion: f f }} or {{#motion: b b }} respectively. Note that a backwards dash requires a stock of stamina to execute.
Dashing allows characters to quickly propel Forward or Backward on the ground by executing FF (Forward then Forward again) or BB (Back then Back again) respectively, characters won't be allowed to block or perform any other actions while dashing except for canceling into a Run after Forward Dash
 
Note that Backdash (BB) costs a stock of Stamina to execute and is invulnerable for a small amount of time and that each character has a unique dash length/speed


== Running ==
== Running ==
Running allows a character to propel even further than a forward dash and is executed by {{#motion: f f + bl }}. This requires a stock of stamina to execute.
Running allows a character to propel even further than a Forward Dash with a full sprint by executing by FF+BL (Foward Dash+Block). This requires a stock of stamina to perform and can be extended by Holding Block during it
 
Unlike Dashing, Running can be canceled into all actions in the game other than Neutral Jump or Backward Jump, allowing players to continue their offense or come to a complete stop by Blocking. Note that all characters have the same running speed and that you can cancel Forward Dash into Run very late into the animation


== Canceling ==
== Canceling ==
Canceling is the act of interrupting one of your action's animation to go into another action (ex: canceling a Run into a normal attack)
The most common form of Canceling is the [https://glossary.infil.net/?t=Cancel Special Cancel], in which you cancel the recovery of an attack into a special to continue the combo, Grounded Attacks can only Special Cancel if they land on the opponent but Jumping Attacks can do it even if they miss completely (known as a [https://glossary.infil.net/?t=Whiff%20Cancel Whiff Cancel])
There are some attacks that can be canceled out of during their startup, we call this a [https://glossary.infil.net/?t=Kara%20Cancel Kara Cancel], Kara Cancels in MKX come in four forms
1. Feints. The attack is canceled into a standstill, ex: Bo Rai Cho's F3DD
2. Stance Followups. The attack can be canceled into specific/unique followups, ex: Jaqui's F3B4
3. Charge Cancels. Chargeable Attacks can sometimes be canceled into EX Specials and/or X-Ray unless they are an X-Ray, ex: Ermac's B2
4. Interruptions. An attack of your own that you set up beforehand interrupts your current attack animation, ex: Predator's Self Destruct and Trap style attacks that can interrupt Throw animations
5. Dash Cancels. Some specials can be canceled into Dashing (and therefore Running) during startup, ex: Jax's DB2 in Heavy Weapons (tip: Any attack that can be Dash Canceled can also be Charge Canceled)
The final type of Cancel is the [https://youtu.be/1Bk5ucjrOas Crouch Cancel], a technique that lets you do specials while crouching and is already [[Mortal_Kombat_X/Basics#Glossary|explained]] in this wiki
==Other pages==
{{MKXFooter}}


[[Category: Mortal Kombat X]]
[[Category: Mortal Kombat X]]

Latest revision as of 22:29, 15 April 2025

Mkx-logo.png

Walking

Walking allows you to slowly move fowards or backwards, done by inputting either foward or back in the direction you are facing, it is the simplest movement mechanic in the game

Crouching

By pressing Down while you're on the ground your character will Crouch, allowing you to do your character's Crouching Attacks and dodge High Hitting Attacks, you normally won't be able to move while Crouching unless you perform a Crouch Cancel

Jumping

By pressing Up, Up+Forward or Up+Back you will perform a Jump, by jumping you'll gain access to your Jump Specials (if your character has them) and Jump Normals. What Jump Normals you get will be dictated by the Direction of your jump, if you Jump Forwards or Backwards (Up+Forward/Back) you will get one jump normal for each button (J1/2/3/4) and if you do a Neutral Jump (Up) you will get a Neutral Jump Punch (NJ1/2) and a Neutral Jump Kick (NJ3/4)

Diagonal Jump Punches leave the opponent standing on hit and only do 5% damage, Diagonal Jump Kicks usually knock down and do 7% damage but there are exceptions (ex: Alien's J3). When a Diagonal Jump Kick connects the character that did it will freeze midair for a moment before falling down but Diagonal Jump Punches are not affected by this (unless you do them while you are rising) so your character will continue falling promptly

Neutral Jump Attacks are also not affected by this freezing but if they connect while rising they will continue the jump normally instead of falling back down instantly, which can make them greatly unsafe on block

If you do a Jump Normal as you are rising it will be counted as a Mid Attack, and if you do a Jump Normal while falling it will be counted as an Overhead Attack

Dashing

Dashing allows characters to quickly propel Forward or Backward on the ground by executing FF (Forward then Forward again) or BB (Back then Back again) respectively, characters won't be allowed to block or perform any other actions while dashing except for canceling into a Run after Forward Dash

Note that Backdash (BB) costs a stock of Stamina to execute and is invulnerable for a small amount of time and that each character has a unique dash length/speed

Running

Running allows a character to propel even further than a Forward Dash with a full sprint by executing by FF+BL (Foward Dash+Block). This requires a stock of stamina to perform and can be extended by Holding Block during it

Unlike Dashing, Running can be canceled into all actions in the game other than Neutral Jump or Backward Jump, allowing players to continue their offense or come to a complete stop by Blocking. Note that all characters have the same running speed and that you can cancel Forward Dash into Run very late into the animation

Canceling

Canceling is the act of interrupting one of your action's animation to go into another action (ex: canceling a Run into a normal attack)

The most common form of Canceling is the Special Cancel, in which you cancel the recovery of an attack into a special to continue the combo, Grounded Attacks can only Special Cancel if they land on the opponent but Jumping Attacks can do it even if they miss completely (known as a Whiff Cancel)

There are some attacks that can be canceled out of during their startup, we call this a Kara Cancel, Kara Cancels in MKX come in four forms

1. Feints. The attack is canceled into a standstill, ex: Bo Rai Cho's F3DD

2. Stance Followups. The attack can be canceled into specific/unique followups, ex: Jaqui's F3B4

3. Charge Cancels. Chargeable Attacks can sometimes be canceled into EX Specials and/or X-Ray unless they are an X-Ray, ex: Ermac's B2

4. Interruptions. An attack of your own that you set up beforehand interrupts your current attack animation, ex: Predator's Self Destruct and Trap style attacks that can interrupt Throw animations

5. Dash Cancels. Some specials can be canceled into Dashing (and therefore Running) during startup, ex: Jax's DB2 in Heavy Weapons (tip: Any attack that can be Dash Canceled can also be Charge Canceled)

The final type of Cancel is the Crouch Cancel, a technique that lets you do specials while crouching and is already explained in this wiki

Other pages


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