Mortal Kombat 11/Jax Briggs

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Jax Briggs
#MK11_JAX
Mk11-jax-splash.png
DUTY

Cyber-enhanced officer of the Special Forces. Jax Briggs lost both arms in the line of duty, but he came back to the battlefield twice as strong thanks to cybernetic upgrades. Even with that power, Jax’s sacrifices burden him. He soldiers onward, honorbound to protect Earthrealm.

Data
Health 1000.00
Hitbox Male




Introduction

Jax builds Arm Heat, shoves the enemy to the corner, and destroys them with devastating corner pressure and practical KBs.

Strengths Weaknesses
  • Hot Snowballs: Jax builds Arm Heat with every arm attack he lands, increasing his damage, letting him use Heat Missiles, and unlocking his forward throw KB. Building heat is the foundation of his snowball gameplan, and maximizing heat gain through D12 and Gotcha Grab is crucial to his optimal combos.
  • Corner Pain: Jax becomes fully unlocked in the corner, where he can unleash Heat Missile combos for increased damage and his Gotcha Grab gains a +4 restand. With Lethal Clap equipped he loses Gotcha Grab, but gains far more meterless damage and new pickups off of normally uncomboable attacks.
  • (Mostly) Practical KBs: For the most part, Jax's KBs are highly practical and can be applied at will - usually to either burst down the enemy when they have only one round left, or to squeeze out damage when on the back foot.
  • F33: One of the best strings in the game. A safe, confirmable nine frame mid string with a natural overhead ender.
  • Mix City: Jax has a 16 frame overhead and three strings that end in overheads - potentially five with kustoms. The Expert Grapper kustom move enhances three of these enders with much more damage, heat build, and yet another practical KB. In addition to his litany of overheads, Jax has numerous stagger points, a forward throw that keeps the enemy close, and spacing and frame traps with Arm Heat. With kustoms, he gains a supremely versatile command grab, the fastest unblockable attack in the game, and the absurdly long 2211221 string that gives him two tick throw points.
  • Ridiculous Fatal Blow: Jax has the best Fatal Blow in the game, having absurd range, incredible speed, and the unique property of fully building his Arm Heat. Perfect for catching spacing and an effortless combo ender, Jax's Fatal Blow instantly puts the battle in his favor.
  • Surprisingly Good Zoning (With Arm Heat): Heat Missile has the fastest startup of any projectile in the game. With heat, Jax gains a suprisingly robust zoning gameplan, using Ground Pound to chip the enemy and make him plus, and Heat Missile to catch the enemy if they try to jump.
  • Cold Snowballs: Jax needs to build heat, and while he can generate tons of heat through proper combo structuring, he can stumble and die especially fast if he has been unable to secure it. Amplified Heating Up can instantly give him the heat necessary to go on the offensive, but it is highly punishable. Corner positioning is also crucial, and characters with teleports can easily skedaddle and undo his efforts towards cornering the enemy.
  • Terrible against Zoning and Spacing: Jax is extremely easy to outspace and outzone, having short range, only average movement, the worst projectile parry in the game, and no moves (without heat or Fatal Blow) to effectively cover mid-range space. The best thing he can do is toss out a risky Stiff Armed. Heat Missile entirely negates this weakness, but that requires Jax to get the heat first.
  • Terrible Reversal Attacks: Jax's reversal U2 is horrendous, having an absurdly slow 13 frames of startup and a very high, easily low profiled hitbox. His U3 has great range and a slight disjoint, but it has no aerial hitbox at all, being easily punished by hops and jump-ins. Against certain grounded leaping attacks, it will whiff entirely.
  • Patchy Advancing Moves: Jax's F2 and F4, his primary normals for advancing and attacking in neutral, cannot start combos. To combo off them, Jax must have Lethal Clap equipped and heat ready - and these combos cannot be confirmed.
  • Curse of -7: Like other characters, many of Jax's attacks leave him at -7, allowing characters with six frame attacks to punish him.

Unique Mechanic - Heat

Mk11-jax-heat.png
Jax gains Heat when landing any attack using his arms, as well as by using Heating Up and Briggs Barricade. His Fatal Blow also puts him at maximum Heat. At 50% Heat he gains a buff that increases damage from his arm-based attacks with a x1.05 multiplier; this bonus is increased to x1.1 at max Heat. Additionally, Heat can be spent to trigger certain Krushing Blows or to use Heat Missile. Heat passively drains when not being generated.


Movelist

Normals and Strings


1


Quick Steel (1)
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 High 8 2 14
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
13 20 1 1 -
A jab that's really high - too high up to jail against crouch blocking enemies. As such, while it's a good antiair, it should rarely be used by itself outside of it. Can be used as a punish for situations where F33 would be an entire frame too slow. Jax could use it to do a conventional tick throw if the enemy is certain to block high, but it is very risky. Beware of its short horizontal range as well. Very plus on hit, enough to combo into Ripped.

The Briggs (12)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 10 3 18
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 13 1 1 -
If Jax can somehow get 1 out without being punished, he is rewarded with a vastly superior mid followup. 12 has excellent range, lightning quick recovery, and is plus on block. Perfect for a stagger with the threat of 121 - even possibly into another 12 due to the overhead threat. Unfortunately it doesn't combo into any combo-starting specials except Lethal Clap.

Active Duty (121)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 24 2 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 37 -2 -2 -
Overhead followup to 12, and the threat behind its stagger. Only -2 on block, and a very long knockdown on hit. The flawless block gap can be troublesome, as Jax lacks a special that would immediately catch the enemy for attempting it (Stiff Armed could work but the startup is too quick to reliably cover the gap), though on the other hand it can force a defensive reaction in the enemy and allow Jax to go for a pressure reset.


B1


Power Punch (B1)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 14 2 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
21 28 -12 -12 -
An odd advancing normal. Too slow (and too much forward advancement) to use as a reactive anti-air, and too much recovery to use as an advancing stagger. Can be used to antiair in more distant situations where 1 would whiff. Midscreen, Jax has to buffer it into an amplified Stiff Armed to be safe on block, though it can still be ducked and punished due to being a high. With heat, B1 will jail into Heat Missile on block, and start short combos in the corner on hit - just enough hits to trigger the Heat Missile KB.


D1


Knee Jab (D1)
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 Mid 7 2 15
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
11 14 -5 -5 -
Absurdly good crouching jab. Lightning fast recovery, long range, only -5 on block, and has a unique string followup. Jax also uniquely gets more reward from landing D1 due to the heat mechanic. D1~Amplify Stiff Armed is safe, steals a turn, and completes the D1~Quad Grab tick throw.

Quick Drill (D12)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 High 10 2 21
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
17 15 -6 -6 -
Unique string followup to D1. Does not combo from D1 and hits high, meaning that retaliatory crouching pokes will hit it, though it will catch the enemy if they try to take their turn with a standing attack. Excellent for filling out combos for the best heat generation, and for pickups in antiairs and high-gravity situations.


2


Straight Punch (2)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 High 11 2 18
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 16 -3 -3 -
This standing jab actually will jail against crouch blocking opponents, though the slow startup makes it vulnerable to being mashed on. Not a very useful attack at all without kustoms, but with kustoms it leads to a wealth of possibilities. The hard part is getting 2 to land, but if you can accomplish that you're golden.

Outranked (22)
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 Mid 13 2 20
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
19 18 -5 -5 -
Mid followup to 2 with slight forward advancement. Oddly enough it deals less damage than 2, causing 22 to deal the same damage as 12 or D12. Technically mid, but with a high hitbox, so be careful about dedicated low profiles. Combos into Ripped, technically making it the best standing punish (without Enhanced Outranked) for building heat, though it rarely matters as the common Jax midscreen B&B already builds full heat from none.

Get In Line (22D4)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Low 11 3 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 5 -20 -20 -
Low kick followup to 22, nearly identical to the low kick followup of F2D4. However, unlike F2, 22 doesn't have a natural overhead followup, relegating its use entirely to frame trapping off 22 staggers. With Expert Grappler equipped 22 gains an overhead followup, allowing 22D4 to be used as part of a canned mixup.

Major Force (221+3)
Damage Guard Startup Active Recovery
11.10 / 1.05 / 0.0011 Overhead 16 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 14 -7 -7 Expert Grapper kustom
Krushing Blow: Activates with FULL Arm Heat.

Unlike the other Expert Grappler followups, 221+3 does not modify an existing overhead followup, instead adding a new one entirely. Turns 22 into Jax's only combo starting string with both an overhead and a low followup, potentially giving it broad usefulness, though this requires very strong confirms.

Advanced Force (2211)
Damage Guard Startup Active Recovery
3.90 / 0.60 / 0.0003 Mid 9 23 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
33 7 -4 -4 Enhanced Outranked equipped
Jax follows up 22 with additional swings, continually advancing and dealing chip damage. Can be special cancelled on either the third hit or the fourth, though the entire four button input must be done for the last two hits to come out. The third hit will tick throw with Quad Grab equipped, giving Jax enough time to confirm the first few hits and only input the command grab on block. Surprisingly workable as a stagger despite its slower recovery due to the sheer number of punches in the Enhanced Outranked string, and its threat can even turn 22 into a workable stagger.
  • Combos into Ripped (on the fourth hit) for the highest possible damage combo starter.

Right to Arm Bears (221122)
Damage Guard Startup Active Recovery
7.99 / 1.20 / 0.0005 Overhead 21 22 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
27 25 -11 -11 Enhanced Outranked equipped
Jax follows up 221122 with even more punches. Excellent for pressure and checkmating the enemy in chip situations. Has another tick throw point on the fifth hit - an easier confirm than 2211, but one that gives the enemy more time to prepare for the potential incoming throw. On hit, 221122 gives enough hits and heat build to guarantee the Heat Missile KB. The final overhead punch will catch enemies trying to avoid the tick throw, but it is very unsafe on block - for a safer option cancel into amplified Stiff Armed instead.

Armed and Dangerous (2211221)
Damage Guard Startup Active Recovery
7.35 / 1.10 / 0.0011 High 43 3 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 34 4 4 Enhanced Outranked equipped
Alternate string ender to 221122: a high leaping punch that makes Jax plus, intended to be used as a supplement to the 221122 overhead against respectful enemies. Does not jail from the first five hits of 221122, but properly lands against crouch blocking opponents. Spacing is favorable for Jax to follow up with a microwalk into F2, or an immediate F4.


B2


Head Slammer
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 16 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 0 -17 -17 -
Krushing Blow: Activates if it is FULLY CHARGED.

Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead.

Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage (same chip damage, oddly enough), and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice.

Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright.

Head Slammer
Damage Guard Startup Active Recovery
9.00 / 1.05 / 0.0011 Overhead 19 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- ~24 -10 -10 -
Krushing Blow: Activates if it is FULLY CHARGED.

Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead.

Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage (same chip damage, oddly enough), and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice.

Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright.

Head Slammer
Damage Guard Startup Active Recovery
9.00 / 1.05 / 0.0011 Overhead 27 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- ~24 -5 -5 -
Krushing Blow: Activates if it is FULLY CHARGED.

Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead.

Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage (same chip damage, oddly enough), and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice.

Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright.

Head Slammer
Damage Guard Startup Active Recovery
9.00 (14.00) / 1.05 / 0.0011 Overhead 34 2 30
Cancel Hit Adv. (on KB) Block Adv. F/Block Adv. Cost
- ~55 (46) 0 0 -
Krushing Blow: Activates if it is FULLY CHARGED.

Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead.

Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage (same chip damage, oddly enough), and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice.

Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright.


F2


Hammer Hook (F2)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 12 2 19
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 11 -4 -4 -
Remarkable normal in the close to mid range. Jab-speed recovery, great advancement, and natural overhead/low followups make it perfect for approaches and staggers. When the enemy is not within F33 range, F2 is the normal of choice for gaining corner space through small mixups. The threat and safety (and the online ubiquity) of the overhead followup means that enemies will almost always stand block after blocking F2, enhancing the stagger and giving the low followup a surprising hit rate. The overhead followup can be flawless blocked, but it requires strong awareness from the enemy, and Jax can instead go for the low or cancel into amplified Stiff Armed to catch them for attempting it. Staggering into throw will give the most reward over time, conditioning the enemy to duck after F2 and leaving them open to a confirmable F33.
  • Cannot start combos unless in the corner, with heat, with Lethal Clap equipped.

Breakdown (F21)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 18 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 23 -7 -7 -
Overhead followup to F2, and the most commonly seen followup by far. Mostly safe, except against characters with a 6-frame attack. Forces the enemy to block high when they block F2 (which they will almost certainly do, given how frequently F21 comes out), opening them up to the low followup or a stagger. On hit, gives a close and highly plus knockdown. Also used for setting up a flawless block trap, though keep in mind that Jax's U2 is so slow that faster pokes will be able to block in time and quick double hitting attacks will catch it during startup.

Won't Back Down (F2D4)
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Low 15 3 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 5 -20 -20 -
Low followup to F2. Worse on paper in nearly every way, but surprisingly effective in practice with how ubiquitous F21 is. The knockdown is too distant and brief to guarantee anything, so don't go too crazy with offense after landing this. Also low profiles Jax, potentially letting him avoid counterattacks and outpoke the enemy in neutral situations.

Standing Strong (F21+3)
Damage Guard Startup Active Recovery
11.10 / 1.05 / 0.0011 Overhead 18 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 14 -7 -7 Expert Grapper kustom
Krushing Blow: Activates with FULL Arm Heat.

One of Expert Grappler's three overhead enders. Further enhances the overhead threat of F21 (though on block its behavior is exactly identical), and is by far the best Expert Grappler option for applying the KB mid-combo. 221+3 deals slightly more damage, but it requires corner positioning and can whiff due to the high hitbox of 2. F2, while one frame slower, hits much lower and can be applied midscreen. Keep in mind that the knockdown is shorter compared to F21.


D2


Upper Muscle (D2)
Damage Guard Startup Active Recovery
14.00 (19.00) / 2.00 / 0.0021 High 10 3 45
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 22 -11 -21 -
Krushing Blow: Activates when kountering or punishing a HIGH attack.

Not a great D2. Less active than most, with longer recovery. While the hitbox goes pretty high it does not go backwards at all. Jax also has no combo paths that incorporate a D2. On the flip side, his long ranged D12 makes pickups from antiairs easier, and he can combo that into a Gotcha Grab to continue his gameplan.


3


Boot Bash (3)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 13 2 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
20 5 -6 -6 -
Short ranged high kick, technically used in some of Jax's most optimal Lethal Clap corner combos and nothing beyond that. Too slow to antiair, too stubby to punish or poke, and entirely lacking followups means that Jax has a better option for nearly any situation.


B3


Knee Shatter (B3)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Low 18 2 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
24 12 -9 -9 -
Hugely underrated normal. Jax's low combo starter, with excellent range and surprisingly low recovery. Backdash into B3 is a slower, but more rewarding alternative to F2 or F4 for spacing traps. Buffering into Ripped or Duck and Weave will allow Jax to confirm it,


4


Face Smasher
1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Jump and Hop Attacks


Face Smasher
1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Getup and Flawless Block Attacks


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Throws


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Special Moves


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Fatal Blow


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Kustom Abilities


SUB AbilityDeepFreeze.png
DEEP FREEZE

"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."

2 Slots, No Conflicts, No Requirements


Face Smasher
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 9 2 11
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 23 4 4 -

Placeholder


Strategy and Kombos


General Tactics


Popular Variations


Universal Kombos


Variation Kombos


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