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== Normal Moves == | == Normal Moves == | ||
Normal moves (or just Normals) are Attacks performed by pressing any Attack Button (1234) while standing still or pressing in one direction at the same time (For example: Down+2=Uppercut), these normals may change between variations and may lead into a Premade Kombo (or String). Normals are the most basic forms of attack | |||
== Universal Normal Moves == | == Universal Normal Moves == | ||
Universal Normal Moves are Normals that are shared by every Variation that a character has (For example: Triborg's B+1) | |||
== Throws == | == Throws == | ||
Standard | Standard Throws are Unblockable attacks that put you in a short cinematic that do 12% damage and a Hard Knockdown, they can be dodged by crouching or jumping and are performed with either 1+3 or Throw Button (L1/LB) at close range, note that Standard Throws will still land if you're Crouch Blocking. An Enhanced Throw is performed by pressing Block when your Throw lands and consumes one Meter Stock. Note that unlike most Enhanced Special Moves for Enhanced Throws the BL button is ''not'' pressed at the same time as the button that initiates the Throw | ||
Standard Throws can be escaped by pressing specific buttons during the tech window (roughly half a second after it lands), 1/3 for Back Throws (S1+3/B1+3) and 2/4 for Forward Throws (F1+3), note that Throw Escape does not make you invulnerable to attacks. Regardless of whether a Throw is Broken or Enhanced, it always deals 2% damage minimum. There is also a property known as "[https://glossary.infil.net/?t=Throw%20Protection "Throw Protection"] that makes you invulnerable to all Throw attacks while you are in Blockstun and Hitstun | |||
There are some specials in the game that are Throws and these are known as Command Grabs and they behave similarly to Standard Throws, except for the fact that they can be Special Canceled into, they cannot be escaped and that some of them cannot be crouched (ex: Goro's DBF3) or jumped (ex: Kotal's DF1), note that EX Command Grabs can sometimes bypass Throw Protection during True Hitstun | |||
== Special Moves == | == Special Moves == | ||
Specials Moves (or just Specials) are Attacks that are performed by inputting Two/Three Directions and then an Attack Button in the final Direction (For example: BF1; Back then Foward+Front Punch. And DF2; Down then Foward+Back Punch). Make sure to memorize your character's Special Inputs and what their Specials do as they are a character's most important tool sometimes | |||
== Enhanced Special Moves == | == Enhanced Special Moves == | ||
Enhanced special moves, also known as EN moves or EX moves (a holdover from Street Fighter terminology) or MB moves (a holdover from Injustice with Meter Burn special moves), are metered versions of special moves that add additional properties to the move. Things such as increased damage, armor, or even starting a combo are possible versions of the enhanced version of the move. Enhanced special moves are executed by adding | Enhanced special moves, also known as EN moves or EX moves (a holdover from Street Fighter terminology) or MB moves (a holdover from Injustice with Meter Burn special moves), are metered versions of special moves that add additional properties to the move. Things such as increased damage, armor, or even starting a combo are possible versions of the enhanced version of the move. Enhanced special moves are executed by adding BL to the final command—for example, a move that is executed by DF+1 would be instead done by doing DF+1+BL in general. There are cases where enhanced special moves can be executed by adding BL later in the animation so that players can choose whether to spend a meter after landing the move. | ||
== X-Rays == | == X-Rays == | ||
X-Rays are | X-Rays are powerful attacks that are armored and deal amazing damage. When you have 3 stocks or a full-meter of super meter, an X-Ray is excuted by 3+4+BL/SS+BL. Note that there are better and more damaging ways to spend your meter than on an X-Ray, but if you want to use it in a combo it is recommended to keep your combo extremely short so that the damage-scaling doesn't affect the X-Ray greatly | ||
== | == Strings/Kombo Moves == | ||
Kombo Moves (or Strings) are Premade Kombos made by the developers for you to perform off of a select number of normals, some of these can have you perform multiple Directions per Attack or have you press two buttons at once (For example: 112, 11~D+2 and 11~2+4). It is also worth noting that usually there is a huge buffer window for these Kombo Moves meaning you can input them very fast and your character will still perform them | |||
However there are some Kombos which ''Must'' be inputted very rapidly, those combos are called [https://glossary.infil.net/?t=Dial-A-Combo Dial-A-Combos] (DAC for short) | |||
== Stage Moves/Interactables == | == Stage Moves/Interactables == | ||
Certain stage moves, also known as interactables, allows characters to make canned attacks, propel forward, or re-position that exist on a [[ | Certain stage moves, also known as interactables, allows characters to make canned attacks, propel forward, or re-position that exist on a [[Mortal Kombat X/Stages|stage]]. These are executed by hitting the Interact Shortcut or executing 1+2. Note that these cancel out of normal moves like special moves and require a stock of stamina to execute. | ||
==Other pages== | |||
{{MKXFooter}} | {{MKXFooter}} | ||
[[Category: Mortal Kombat X]] |
Latest revision as of 17:15, 16 April 2025
Normal Moves
Normal moves (or just Normals) are Attacks performed by pressing any Attack Button (1234) while standing still or pressing in one direction at the same time (For example: Down+2=Uppercut), these normals may change between variations and may lead into a Premade Kombo (or String). Normals are the most basic forms of attack
Universal Normal Moves
Universal Normal Moves are Normals that are shared by every Variation that a character has (For example: Triborg's B+1)
Throws
Standard Throws are Unblockable attacks that put you in a short cinematic that do 12% damage and a Hard Knockdown, they can be dodged by crouching or jumping and are performed with either 1+3 or Throw Button (L1/LB) at close range, note that Standard Throws will still land if you're Crouch Blocking. An Enhanced Throw is performed by pressing Block when your Throw lands and consumes one Meter Stock. Note that unlike most Enhanced Special Moves for Enhanced Throws the BL button is not pressed at the same time as the button that initiates the Throw
Standard Throws can be escaped by pressing specific buttons during the tech window (roughly half a second after it lands), 1/3 for Back Throws (S1+3/B1+3) and 2/4 for Forward Throws (F1+3), note that Throw Escape does not make you invulnerable to attacks. Regardless of whether a Throw is Broken or Enhanced, it always deals 2% damage minimum. There is also a property known as ""Throw Protection" that makes you invulnerable to all Throw attacks while you are in Blockstun and Hitstun
There are some specials in the game that are Throws and these are known as Command Grabs and they behave similarly to Standard Throws, except for the fact that they can be Special Canceled into, they cannot be escaped and that some of them cannot be crouched (ex: Goro's DBF3) or jumped (ex: Kotal's DF1), note that EX Command Grabs can sometimes bypass Throw Protection during True Hitstun
Special Moves
Specials Moves (or just Specials) are Attacks that are performed by inputting Two/Three Directions and then an Attack Button in the final Direction (For example: BF1; Back then Foward+Front Punch. And DF2; Down then Foward+Back Punch). Make sure to memorize your character's Special Inputs and what their Specials do as they are a character's most important tool sometimes
Enhanced Special Moves
Enhanced special moves, also known as EN moves or EX moves (a holdover from Street Fighter terminology) or MB moves (a holdover from Injustice with Meter Burn special moves), are metered versions of special moves that add additional properties to the move. Things such as increased damage, armor, or even starting a combo are possible versions of the enhanced version of the move. Enhanced special moves are executed by adding BL to the final command—for example, a move that is executed by DF+1 would be instead done by doing DF+1+BL in general. There are cases where enhanced special moves can be executed by adding BL later in the animation so that players can choose whether to spend a meter after landing the move.
X-Rays
X-Rays are powerful attacks that are armored and deal amazing damage. When you have 3 stocks or a full-meter of super meter, an X-Ray is excuted by 3+4+BL/SS+BL. Note that there are better and more damaging ways to spend your meter than on an X-Ray, but if you want to use it in a combo it is recommended to keep your combo extremely short so that the damage-scaling doesn't affect the X-Ray greatly
Strings/Kombo Moves
Kombo Moves (or Strings) are Premade Kombos made by the developers for you to perform off of a select number of normals, some of these can have you perform multiple Directions per Attack or have you press two buttons at once (For example: 112, 11~D+2 and 11~2+4). It is also worth noting that usually there is a huge buffer window for these Kombo Moves meaning you can input them very fast and your character will still perform them
However there are some Kombos which Must be inputted very rapidly, those combos are called Dial-A-Combos (DAC for short)
Stage Moves/Interactables
Certain stage moves, also known as interactables, allows characters to make canned attacks, propel forward, or re-position that exist on a stage. These are executed by hitting the Interact Shortcut or executing 1+2. Note that these cancel out of normal moves like special moves and require a stock of stamina to execute.