HUD
The elements of the Heads-Up Display (HUD) explained from the screenshot above:
- Life meter: The character's health bar--when a character loses all of their health bar, they lose the round. If both characters get to 0 at the same time, there is a special draw condition.
- Timer: The timer that dictates when a match ends. This timer is reset to its initial state at the beginning of each round.
- Stamina meter: A resource meter that is split into two stocks. This meter generates over time during the match and is used for running, backdashes, stage moves/interactables, and breakers.
- Round counter: On default setting, every battle is a best of 2 out of 3 rounds. A player who reaches 2 rounds first will be the winner of the match. When you win a round, part of the circle will be filled up (in this case, half).
- Variation and character name: A character's variation and name are displayed, letting the opponent know, which variation they are facing.
- Super meter: A resource meter that is split into 3 stocks. The requirements of various mechanics are shown above each stock. One stock allows for enhanced moves, two stock allows for breakers, and three stocks allow for X-ray moves.
Glossary
Since the release of MKX, as of April 2023. The Kommunity has adopted a different form of notation than the one the developers use in the Kommunity Forums. However this new notation mostly applies to attacks so some of the old notation will be kept
Kommands
Term | Description |
---|---|
F | Forward |
B | Backward |
U | Up |
D | Down |
1 | Front Punch (Square/X) |
2 | Back Punch (Triangle/Y) |
3 | Front Kick (Cross/A) |
4 | Back Kick (Circle/B) |
NJP/NJK | "Neutral Jump Punch/Kick", either of your Jump Up Attacks |
JX | "Jump X", any of your Back/Foward Jump attacks (For example: J2= Back/Foward Jump+2) |
BL/BLK | Block (R2/RT) |
TH/1+3 | Throw (L1/LB) |
SS/3+4 | Flip Stance (L2/LT) |
TG/1+2 | Interact (R1/RB) |
Spatial
Term | Description |
---|---|
j.X | To be airborne while performing an action |
(Close) | To be at Close-Range (less than Jumping distance away) from your opponent |
(Mid) | To be at Mid-Range (usually Foward Dash or Jumping distance away) from your opponent |
(Far) | To be at Far-Range (usually Running distance or two/three Jumps away) from your opponent |
Attack Properties
Term | Description |
---|---|
Restand | An attack property that forces an opponent from an airborne/juggled state to a standing state |
Armor | Some Enhanced Special Moves (and X-Rays) will allow you to tank a hit or two and continue your attack as if nothing had happened, except you still take damage from the attack, this property is often called Armor/Armored. A handful of Non-Enhance Special Moves can still be Armored, but they are very rare |
Invulnerability | Shortened to "Invul" and also known as "Invincibility", the Invulnerable property allows moves to not be get hit or grabbed during their Start-Up or Active Frames |
Invul/Armor (Xf) | A way to signal for how many frame a move has Invulnerability or Armor if needed |
OTG | Short for "On/Off The Ground", the OTG property allows Attacks to pick up an opponent from a Knocked-Down state that normal moves can't. Only a select few moves in MKXL have OTG properties, these moves will be able to catch: Normal Wakeup, Delayed Wakeup, and Roll Recovery with reduced damage. In this wiki it will be shown wether or not a move has OTG properties in their "Move Type" section alongside their Hit Level (For example: Unblockable, OTG) |
SKD | Short for Soft KnockDown, in MKXL, SKD is a specific Knock Down state in which you can use the game's Wakeup System however you want |
HKD | Short for Hard KnockDown, in MKXL, HKD is a specific Knock Down state in which the Wakeup System is limited to Delayed Wakeup and Normal Wakeup |
Stagger | Stagger is a property that lets a move have a lot of Grounded Hit Stun on Hit and Block Stun on Block, which will allow you to run your offense better. In this wiki, a move is considered to have the Stagger property when it's at least +10 On Hit/Block, if it doesn't Knock Down On Hit/Block and if it doesn't combo into itself |
Stagger Pressure | Stagger Pressure is a rushdown tactic where you slightly delay your attacks to leave small gaps in your pressure and thus fool the opponent into believing they can interrupt them when they actually cannot |
Stun | Stun is a special kind of extended Grounded Hit Stun that allows a move to combo into itself and/or other attacks which it wouldn't be able to with Stagger or Normal Hit Stun, for example, Jason's F2 can combo into itself and other Normals/Strings without launching an opponent |
DAC | Short for "Dial-A-Combo", DACs are Strings that need to be input very quickly to be performed, it will be noted if a String is a DAC in their "Move Type" section right besides their Hit Level (For example: Low, DAC) |
AB | Short for "Armour Break", AB is a property that lets certain attacks (mostly X-Rays) break another attack's Armour in a single hit |
DOT | Short for "Damage Over Time", DOT is a property that allows attacks to deal small amounts of damage over time when they connect with the opponent without putting them in hitstun (usually) |
Trap | Attacks with the "Trap" property are attacks that place a hitbox on a specific part of the screen and only activate once an opponent comes into their AOE or steps on them |
Other
Term | Description |
---|---|
[X] | To hold down a button |
[X] Yf | A way to signal for how many frames you need to Hold down a button if needed |
]X[ | To release the button you were holding down |
Enhance | To press Block during a Special Move's input to spend a bar of meter and Enhance it in some way, in this wiki Enhanced moves will be highlighted in Yellow inside of the movelists |
Meter Burn/MB | Another way of saying Enhance |
EX | Yet another way of saying Enhance |
Delay/dl. | To delay an action, some attacks can be delayed by holding down the attack button they are done with |
Run Cancel | To cancel your Run animation into any other possible action such as an Attack or Blocking |
Instant Air/IA | Also known as Tiger Knee/TK, this is a method of performing a Special Move in the air as fast and close to the ground as possible |
Anti-Air/AA | Attacks that are good at hitting someone in the air while you are on the ground (For example: An Uppercut) |
Reversals | Also known as Wake-Up Specials, Reversals are Special Moves used on wakeup to ignore an opponent's Okizeme and escape it, Reversals are usually just Armored but sometimes they can have Invulnerability |
Juggle | To combo an airborne opponent while you are on the ground |
Okizeme | Sometimes shortened to "Oki", Okizeme is the act of running your offense while your opponent is Knocked Down, usually to attack your opponent safely as soon as they get up |
HTB | Short for "Hard-To-Blockable", HTBs are setups that require you're opponent to block at an extremely precise window (often a 1f or 2f window). Making them almost an unblockable setup, these kinds of setups are not uncommon in MKXL so have an eye out for them |
X+Y | To do two actions at once such as pressing two Attack buttons at the same time |
, | To Link an attack into the next |
>/xx/~ | To Cancel an attack into another one |
Counter | To interrupt your opponent's attack as it is starting up or in its active frames |
Punish | To interrupt your opponent's attack as it is recovering, either after it misses or you block it |
Throw Protection | A hidden mechanic that causes the players to become inmune to Throws while they are in certain states (blockstun, stagger, Invulnerability) |