Mortal Kombat 1/Movement

From SuperCombo Wiki

Walking

Pressing and/or holding a forward or backward direction while in a neutral state will cause the character to immediately enter a walking state. While walking, players can still execute actions as though they were standing still. The initial frames of walking are often faster and travel a farther distance than the remaining animation of the walk. The initial and prolonged walk speed, as well as the distance traveled during the initial walk animation, differ among the characters.

Crouching

Pressing and/or holding a down input while in a neutral state will cause the character to enter a crouching state after a couple initial frames. While in this state, all high attacks and basic throws will whiff over the character as long as they are not blocking (referred to as “neutral crouching” or “neutral ducking.” Often times it may even be faster to reach a crouching state or lower one’s hurtbox by inputting a crouching attack (i.e. Down + 1) at the cost of recovery frames. Some gaps in the opponent’s pressure may allow players to buffer in a fast crouch to avoid a high attack and then quickly whiff punish upon standing, also known as “microducking.”

Dashing

Double-tapping a forward or backward input will cause the character to quickly move a short distance in that direction. This can be used to both close and create distance between the player and their opponent as the case may be. A backwards dash is referred to as a backdash.

Few characters may possess the ability to dash in the air, however this is character-dependent, typically performed by pressing the Flip Stance button along with the desired directional input, and may be free on the first execution but cost super meter for additional dashes.

Dash Cancel

A dash can be interrupted with a normal attack input or a block. The former is often used mid-combo after a launch to extend into another attack or string. The latter is used to cancel the recovery of the dash animation, repeated use of which is often referred to as wavedashing or dash-blocking. A dash may also be interrupted by a crouch input, as well as a forward dash being cancellable by a forward jump and a backdash being cancellable by a backward jump.

Jumping

Pressing an Up, Up/Forward, or Up/Back input while being in a neutral state will cause the character to enter a jumping state, during which they are unable to block until landing. After a couple initial frames of prejump animation, players can access their jumping normal attacks (Jump+1, Jump+2, or Jump+3/4) as well as any aerial kombo strings the character may have branching off of these buttons. Certain characters may also access any aerial special moves they have in their kit while in this airborne state.

Jump Cancel

Certain moves allow the character to cancel their recovery frames into a jump in order to gain access to aerial attacks, kombos, or specials. This can only be performed once in the air but may be performed after more than one grounded launcher within a kombo. All characters gain the ability to jump cancel a D2 uppercut for the cost of 2 super meter bars if the uppercut counters or punishes a high attack; this is performed by pressing upwards in any direction and Block simultaneously, which can also be delayed by 14 frames to time the jump slightly later. Few characters may also have select special moves that are cancellable into jump on hit, which does not require super meter. Jump cancels also allow players to buffer a special move input to come out immediately after the cancellable attack, which will kara cancel the pre-jump animation frames and allow players to special cancel moves that normally do not allow it into ground specials.


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