Stages
All Environmental Interactables can be modified by pressing BLK to grant immediate armor at the cost of 2 Offensive bars at Fast Meter Regen Rate (8.5 seconds). It does not change the frame data, only adds armor that can be broken by Armor Breaker attacks. Environmental Interactions are labeled the following:
- Jump type: Allows the user to do a far jump towards and past the opponent either from the wall or from an object on the ground. Certain kinds can be modified to also do a jump attack on the way down
- Projectile type: Allows the user to throw a projectile, can be modified
- Kombo-Ender type: Allows the user to attack the opponent, will typically end a kombo without being continued
- Kombo-Starter type: Launches or stuns the opponent, allowing the kombo/juggle kombo to be continued or started
- Hybrid type: An environmental interaction that changes it's type when modified or if previously used
Black Dragon Fight Club
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Left Chainsaw, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
170.00 / 22.50 / 2.25 | High | 24 | 2 | 52 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 10 | -19 | -19 | 1 DEF | |||||||
Due to being duckable and unsafe on block, this interactable is more useful as a Kombo under for added damage along with its faster startup frames.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 / 22.50 / 22.5 | Overhead | 33 | 2 | 40 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -1 | -5 | -5 | 1 DEF | |||||||
Extreme pushback on block. Due to longer startup this is more useful as an Overhead mixup if your string contains any lows, and it's a safe 50/50 mixup as well.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Right Sledgehammer, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Black Market Alley
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Even though it cannot be modified to do a jump kick it has a fast meter regen rate which is really rare for environmental interactions. Because the opponent can expect no possible attack to occur from the interaction it's recommended to spend the meter to armor up just in case, though you still will be vulnerable upon landing.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | 14 (Default) | 14 (Default) | 1 DEF | |||||||
Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing distance from your opponent, it's angle can be modified for a move downward throw but it doesn't really change much.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
While this jump-type offers no jump kick modification, the user is able to use any of their own attacks during the animation. Lookout for powerful air special moves during its use!
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 23 | 5 (Default) | 16 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 8 | 6 (Default) | 6 (Default) | 1 DEF | |||||||
Smaller projectile but comes out even faster than Left Oil Drum, this projectile is still useful for its immense pushback on block.
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Cyber Lin Kuei Assembly
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
190 / 22.5 / 2.25 | Mid | 26 | 3 | 50 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 21 | -16 | -16 | 1 DEF | |||||||
Because of its short usable range it can be more difficult to use as a kombo ender, especially for kombos that have a lot of forward movement. What's cool about this Environmental Interaction is it's large range for keeping the opponent from pushing you further into the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
108 / 22.5 / 2.25 | Mid | 21 | 2 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 81 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Drops the opponent from above in front of the user for a juggle kombo, this projectile cannot be modified and keeps fairly low to the ground. Great for projectile trades, just be mindful the opponent can easily jump over it.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 21 | 4 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 139 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Only accessible after consuming Right Smoke Bomb. A projectile interaction that stuns the opponent by freezing them. Allowing for an easier time to side-switch with the opponent if you want to on hit.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 21 | 2 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 52 (Default) | -3 (Default) | -3 (Default) | 1 DEF | |||||||
Only accessible after consuming Right Smoke Bomb and Right Freeze Bomb. It's still a mid-guard projectile it launches the opponent into the air towards the user for a juggle kombo.
|
Dead Pool
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Low | 26 | 4 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 16 (Default) | -2 (Default) | -2 (Default) | 1 DEF | |||||||
Sends a projectile running along the ground that is safe on block. At close distance it's -5 on block, making it a fairly useful mixup if the user has an overhead the opponent might otherwise expect to be blocking if they're not paying attention.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 26 | 9 (Default) | 14 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 44 | 12 | 12 | 1 DEF | |||||||
A large projectile with low recovery, has plenty of frame advantage on hit and block. If the opponent is in the corner this environmental interaction can be used to push the opponent back into said corner and subject them to continued pressure and offense after with its frame advantage.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Overhead | 50 | 70 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 10 | 8 | 8 | 1 DEF | |||||||
Throws a wall of acid behind the opponent at close distances, stuns the opponent on hit which can be confirmed into a kombo. Because it stays active after the user's recovery animation, the opponent can be pushed into the acid while the user walks, remaining in a neutral state for free pressure or can be hit-confirmed into a full kombo. Particularly useful for a standing reset from a string into continued offense as the startup is long enough for the opponent to return to neutral state before they realize they're being setup.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
If the opponent is closer, it can throw the user behind them. However it can be risky due to the recovery frames.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70 / 22.5 / 2.25 | Overhead | 31 | 7 (Default) | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 (Default) | -2 (Default) | -22 (Default) | 1 DEF | |||||||
Safe on block, it can be a great reversal option if the user adds armor. Just be aware that on flawless block this environmental interaction is very punishable and can result in a corner kombo punish.
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Goro's Lair
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Unique for having two (air) jumping pillars next to each other, if the user wants to spend both defensive meter they can traverse all the way to the corner without touching the ground, or possibly jump back at the opponent for a surprise air attack!
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 68 | N/A | 67 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
One of the best corner-exit strategies in the game, if the opponent can spend both their defensive meter bars they can totally escape the corner to the center of the stage without touching the ground. Beware of starting corner pressure if the opponent is cornered on this side of the stage!
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 27 | 4 (Default) | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 41 (Default) | 9 (Default) | 9 (Default) | 1 DEF | |||||||
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Kharon's Ship
A more minimal stage on environmental interactions with only one jump type on the left and the other two are consumed after one use. It's for the best since with one slip you'll fall into an ocean with no bottom.
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes user directly to Left Cage, which can be useful to push the opponent back into said corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 29 | 5 (Default) | 23 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 44 (Default) | 18 (Default) | 18 (Default) | 1 DEF | |||||||
A large projectile with low recovery, has plenty of frame advantage on hit and block. It's useful for pushing the opponent all the way into the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
195.00 (100 + 95) / 45 (22.5*2) / 4.5 (2.25*2) | Overhead | 29 | 11 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 0 | -9 | -9 | 1 DEF | |||||||
The second hit lands if the opponent is closer. Useful for standing reset frame-traps with its long startup and 50/50 mixups with it being an overhead attack. It's a unique environmental interaction for its range and high damage on block as well as hit compared to many stage's.
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Koliseum Beast Pen
Located underneath the Koliseum, this stage can prove more difficult to keep opponents pinned to the corner with jump-type interactions on both sides that lead into more interactions.
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Left Bucket, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 11 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 50 | 18 | 18 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 / 22.50 / 22.5 | Mid | 33 | 2 | 40 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -1 | -28 | -28 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Right Ribcage, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
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Kotal's Koliseum
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | 14 (Default) | 14 (Default) | 1 DEF | |||||||
Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing distance from your opponent, it's angle can be modified for a move downward throw but it doesn't really change much. Consume three times to gain access to Left Wall Jump.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 / 22.5 / 2.25 | Mid | 31 | 1 | 61 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 7 | -26 | -26 | 1 DEF | |||||||
It has significant pushback on block making it more difficult to punish despite it being -26. It does 100 more damage than most other environmental interactions yet has slower startup, poorer framedata and more limited range than most others, thus making Right Shield a niche interaction only useful for kountering by spending offensive meter by adding armor.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
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Kronika's Hourglass
The seat of Kronika's power, this stage has 3 total functionally identical copies from the Stage Select screen.
Kronika's Keep
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 22.50 / 2.25 | Mid | 23 | 2 | 00 (To Be Determined) | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 178 (Default) | 3 (Default) | 3 (Default) | 1 DEF | |||||||
Despite not strictly placed in the corner it can only be used by the player on the left side in the corner. This relatively fast environmental interaction throws a mid projectile that has a really high arc for anti-airs compared to most projectile interactions with a modified downward arc aiming REALLY far down. It stuns the opponent on hit for set amount of time during which you can start any kombo you want and is safe on block. One of the better overall environmental interactions in the game.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 27 | 4 (Default) | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 41 (Default) | 8 (Default) | 8 (Default) | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 / 22.50 / 2.55 | Low | 23 | 2 | 54 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 1 | -19 | -19 | 1 DEF | |||||||
While it is -19 on block it offers significant pushback on block, making it more difficult and character-specific to punish. A decently fast low if you have any overheads in your strings you'd like to transform into a 50/50 mixup with.
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Lost Hive of the Kytinn
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.50 / 2.55 | Mid | 21 | 12 (Close) 18 (Default) | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -2 (Close) 5 (Default) | -3 (Close) 3 (Default) | -3 (Close) 3 (Default) | 1 DEF | |||||||
Does not knockdown on hit, it's a relatively fast startup but with not the best hit advantage frame data. It's probably more useful as a kounter enhanced as armor since the unique standing reset gives both distance and prevents getup options from the opponent from stopping the user from creating some breathing room.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.50 / 2.55 | Mid | 29 | 7 (Default) | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 7 | 5 | 5 | 1 DEF | |||||||
Cannot be modified.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 (50*2 + 100) / 16.50 / 1.65 | Mid | 23 | 2 | 56 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 28 | -23 | -23 | 1 DEF | |||||||
Because of its poor frame advantage on block, reduced block damage and relatively high damage on hit, this environmental interaction is more useful as a kombo ender. You can achieve a really high-damaging kombo with this at the cost of defensive meter that replenishes at a fast regen rate as well.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 2.50 / 2.25 | Mid | 26 | 3 (Default) | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 34 (Default) | -11 (Default) | -11 (Default) | 1 DEF | |||||||
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Retrocade
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you just before Left Projector, so you'll be unable to chain-jump like in Goro's Lair.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
The placement of this interaction is curious because it is immediately available from game-start if Player 1 takes maybe two or three steps back. While you cannot modify to jump away from the opponent you are able to have an interesting dynamic to the beginning of the match as a result.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
The placement of this interaction is curious because it is immediately available from game-start if Player 2 takes maybe two or three steps back. While you cannot modify to jump away from the opponent you are able to have an interesting dynamic to the beginning of the match as a result.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you just before Right Projector, so you'll be unable to chain-jump like in Goro's Lair.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Sea of Blood
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Left Starfish, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | 14 (Default) | 14 (Default) | 1 DEF | |||||||
Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing your opponent into the corner that you may have just jumped out from using Left Sea Monster Jump, it's angle can be modified for a move downward throw but it doesn't really change much.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Player 1 has immediate access to this environmental interaction but Player 1 can access it with a single step towards the opponent. It cannot be directed and will only launch the user towards the direction of their opponent.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | 14 (Default) | 14 (Default) | 1 DEF | |||||||
Large projectile that comes out fast with lots of pushback and frame advantage. Useful for forcing your opponent into the corner that you may have just jumped out from using Right Cliff Jump, it's angle can be modified for a move downward throw but it doesn't really change much.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you directly to the Right Crate, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
|
Shang Tsung's Island Ruins
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 22 | 2 (Default) | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 23 | -9 | -9 | 1 DEF | |||||||
A somewhat unique environmental interactive, it's a faster projectile that is more difficult to punish due to the pushback on block. It cannot be modified but it's still good for pushing the opponent off your back in the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
180.00 (20*3 + 100 + 20) / 12.50 / 12.5 | High | 31 | 1 | 73 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 2 | -38 | -38 | 1 DEF | |||||||
This Kombo-Ender interactable does a lot of damage with a relatively huge range. Due to Left Naginata being a High hitter, having poor frame-data on block and having a longer start-up frames and low chip damage, it's only worth labbing Left Naginata specific kombos for your character in order to utilize its high-damaging potential.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 (100*2) / 22.50 / 2.25 | High | 18 | 1 | 49 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -1 | -15 | -15 | 1 DEF | |||||||
A much faster interaction in startup than Naginata as well as doing damage, the Right Mace is also another impressive Kombo-Ender interaction that should be used to close out on massive damaging kombos without spending offensive meter.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes you just before Right Mace, it travels a good distance from the corner as well if you're looking more to escape than sideswitch. Be careful of being punished if you are not spending the Offensive meter to add armor to this interactable.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
|
Shaolin Trap Dungeon
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
120 (20 + 100) / 12.50 / 1.25 | High | 28 | 1 | 61 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -3 | -26 | -26 | 1 DEF | |||||||
Due to its poor frame data on block and it being a high guard interaction this seems more useful as a kombo ender as it also pushes the user several steps away from the corner despite its negative frame advantage on hit.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 2.50 / 2.25 | Mid | 26 | 1 (Default) | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 37 (Default) | 5 (Default) | 5 (Default) | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 (70 + 10*3)/ N/A / N/A | Throw (High) | 10 | 1 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | N/A | N/A | 1 DEF | |||||||
If the user is in the corner it will sideswitch, but if the user is to the left of the opponent it will not sideswitch. Ends with a standing reset at +9 frames which is a unique way to end a kombo. It is a high throw that has a universal tic-throw off Down1 and Down3 on block.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 69 | N/A | 68 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Only interactable while in the air, launching the user a great distance forward. It's one of the few instances where a character can be both in the air and with armor. If Left Player directs the jump towards the opponent in the corner, it will sideswitch.
|
Shinnok's Bone Temple
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
240.00 (100*2 + 40) / 22.50 / 2.25 | High | 23 | 1 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 1 | 6 | 6 | 1 DEF | |||||||
Usable only to the cornered player, it will side-switch and is among the most damaging Kombo Ender interactions in the game. Sometimes being in the corner isn't so bad.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 (20 + 80 + 100) / N/A / N/A | High (Throw) | 10 | 1 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | N/A | N/A | 1 DEF | |||||||
It's placed really close to the corner so you can do some serious corner carry with a long kombo and end it with Left Blood Fountain, chucking your opponent straight into the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 (20 + 80 + 100) / N/A / N/A | High (Throw) | 10 | 1 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | N/A | N/A | 1 DEF | |||||||
It's placed really close to the corner so you can do some serious corner carry with a long kombo and end it with Right Blood Fountain, chucking your opponent straight into the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 10.00 / 1.00 | High | 28 | 1 | 62 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 8 | -27 | -27 | 1 DEF | |||||||
Throws a pretty far and fast moving projectile which is amazing for counter-zoning. Just be careful about using it at point-blank range if your opponent blocks the attack.
|
Shirai Ryu Fire Garden
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Hybrid-Type environmental interaction, however if modified to utilize the Left Lamp Projectile then Left lamp Jump no longer becomes available. The jump interactable itself cannot be modified but if the opponent is really close with the user in the corner it's a great interactable to enhance with armor and escape nearly to full screen with.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 22 | 5 (Default) | 41 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | -21 (Default) | -21 (Default) | 1 DEF | |||||||
A projectile interactable placed in the corner is always useful for counter-zoning through Left Lamp Projectile is nothing spectacular. It has minimal pushback, coupled with its poor frame advantage on block, makes it not very useful for creating some breathing room from being forced into the corner.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Hybrid-Type environmental interaction, however if modified to utilize the Left Lamp Projectile then Right lamp Jump no longer becomes available. The jump interactable itself cannot be modified but if the opponent is really close with the user in the corner it's a great interactable to enhance with armor and escape nearly to full screen with.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 22 | 5 (Default) | 41 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 46 (Default) | -21 (Default) | -21 (Default) | 1 DEF | |||||||
A projectile interactable placed in the corner is always useful for counter-zoning through Right Lamp Projectile is nothing spectacular. It has minimal pushback, coupled with its poor frame advantage on block, makes it not very useful for creating some breathing room from being forced into the corner.
|
Soul Chamber
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Takes user directly to Left Chandelier.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 27 | 4 (Default) | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 36 | 4 | 4 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200.00 (20 + 80) / N/A / N/A | High (Throw) | 10 | 1 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | N/A | N/A | 1 DEF | |||||||
A unique interaction that launches the opponent for a juggle kombo from a throw-type attack. It can be tick thrown from Down1 and Down3 on block and be hit confirmed into a full kombo. This sequence is perhaps found nowhere else in the game and is an extremely powerful tool.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 9 (Default) | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 41 (Default) | 9 (Default) | 9 (Default) | 1 DEF | |||||||
|
Special Forces Desert Command
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 (20 + 40 + 10*4)/ N/A / N/A | Throw (High) | 10 | 2 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 31 | N/A | N/A | 1 DEF | |||||||
Usable by Right-Side player, side switches if Right-Side player utilizes Left Cactus.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.25 | Mid | 27 | 1 (Default) | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 8 (Default) | -14 (Default) | -14 (Default) | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
160 (20 + 40 + 100)/ N/A / N/A | Throw (High) | 10 | 1 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 18 | N/A | N/A | 1 DEF | |||||||
If the user is in the corner it will sideswitch, but if the user is to the left of the opponent it will not sideswitch.
|
Tank Garage Bunker
Not OSHA approved! Johnny Cage can be seen in the background if he is not played cheering on the carnage. This stage features a really powerful throw Kombo-Ender using a drill, not OSHA approved either!
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 (100*2)/ N/A / N/A | Throw (High) | 10 | 1 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -3 | N/A | N/A | 1 DEF | |||||||
Usable by Right-Side player, side switches if Right-Side player utilizes Left Drill. This is one of the most damaging throw Kombo-Ender environmental interactions in the game and it great for tick-throwing or just getting all the damage out of your kombos.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
While this jump-type offers no jump kick modification, the user is able to use any of their own attacks during the animation. Lookout for powerful air special moves during its use!
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 81 | N/A | 80 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Overhead | 31 | 11 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -3 | -23 | 1 DEF | |||||||
Placeholder Description
|
Tarkatan War Kamp
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 / 22.50 / 2.55 | Low | 23 | 2 | 54 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 1 | -19 | -19 | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 27 | 4 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 (Default) | 8 (Default) | 8 (Default) | 1 DEF | |||||||
Large amount of pushback on block, this projectile cannot be modified and is only available after a Krushing Blow occurs. It is a very good projectile for making space with the combined pushback and frame advantage on block.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.55 | Mid | 27 | 12 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 (Default) | 16 (Default) | 16 (Default) | 1 DEF | |||||||
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100 / 22.5 / 2.55 | Mid | 27 | 12 (Default) | 00.00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 (Default) | 16 (Default) | 16 (Default) | 1 DEF | |||||||
|
Tournament
A special arena celebrating professional Mortal Kombat tournament play. Holograms allow the stage to use any set of environmental interactions from any other stage. The stage also has a set of unique variants that are made available during major events where MK11 is played, such as Combo Breaker and East Coast Throwdown.
Wu Shi Dragon Grotto
No doubt worth protecting with traps all over the Shaolin grounds for, this stage features powerful kombo-ender interactions in a desperate attempt to not let any bad guys near the water supply again.
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 (20 + 80 + 100)/ N/A / N/A | Throw (High) | 10 | 1 | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 23 | N/A | N/A | 1 DEF | |||||||
Usable by Right-Side player, side switches if Right-Side player utilizes Left Drill. This is one of the most damaging throw Kombo-Ender environmental interactions in the game and it great for tick-throwing or just getting all the damage out of your kombos.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 72 | N/A | 71 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
While this jump-type offers no jump kick modification, the user is able to use any of their own attacks during the animation. Lookout for powerful air special moves during its use!
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
200 (100*2) / 22.5 / 2.25 | Mid | 25 | 1 | 68 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 14 | -35 | -35 | 1 DEF | |||||||
Center Shrine Jump is still available after Center Sword is used. It's got a decently fast start-up speed and great damage, coupled with its poor frame-advantage on block it might be only useful for ending kombos as a result.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 22.50 / 2.25 | Mid | 19 | 4 (Default) | 9 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 13 (Default) | 1 (Default) | 1 (Default) | 1 DEF | |||||||
|