Guide: Mortal Kombat

Last Update: August 18 2018 10:08:09

General Tips

  1. Selecting a character in Mortal Kombat X can be a daunting task. Make sure you check out all three fighting style variants before you decide on a character. They can vary considerably and even feel like a completely different character. For instance, you may not like Kitana's Royal Storm fighting variant, but her Mournful variant is so different it essentially turns her into Jade from MK9.
  2. Mortal Kombat X is a very different game compared to MK9 and Injustice: Gods Among Us. Even if you're a Mortal Kombat veteran, it will take the time to get adjusted to the game and your character of choice. Spend some time in the Training Mode to get your bearings before you venture into multiplayer battles.
  3. Meter management is extremely important in MKX. In addition to the standard meter that controls your Enhanced Special Moves and X-Ray attacks, there's a stamina meter below your health bar that controls Breakers and running. For example, a Breaker requires two stocks of your standard meter, plus at least half of your stamina meter. Keep an eye on your meters so you know what tools you have available to you throughout the match.
  4. There are a lot of new characters in Mortal Kombat X. Even if you don't like playing as some of the new characters, head into Training Mode and go through all of their fighting style variations. The best way to defend against a new character is to play them so you know their strengths and weaknesses.
  5. Frame data is displayed in your character's move list. While you don't need to know frame data to be good at Mortal Kombat X, it can be very helpful. At the very least look for the Block Advantage section of the frame data. If the Block Advantage on an attack is higher than -7, the attack can be punished by most characters if it's blocked. Try to avoid using attacks like this unless you cancel into a safe special move.
  6. One of the best ways to hit an opponent is by finding at least one attack that hits low and one attack that hits overhead. You can then mix-up between these two attacks and keep your opponent guessing how to block. In the best case scenario, you want to find an overhead or low attack that leads into a combo.
  7. Most characters have at least one enhanced special move that has armor. This means that it will go through at least one of your opponent's attacks when timed correctly. These attacks can help you get out of corner pressure or simply interrupt an opponent's attack so you can start your own combo.
  8. Practice wakeup attacks in Training Mode to help you get off the ground safely when an opponent is pressuring you. Most enhanced attacks that have armor work very well as wakeup attacks to get you out of sticky situations. Practice your wakeup attack timing in Training Mode by recording the AI opponent knocking you down, then attacking as you stand up. If the AI attack beats your wakeup attack, either your enhanced wakeup attack doesn't have armor (not all characters have armor attacks) or your timing was off.

5 Training Tips to Go from Novice to Master

Learn how to Cancel

Mortal Kombat X PS4 Patch

Cancels are one of the most important techniques in modern fighting games - and if you can learn the theory behind them in Mortal Kombat X, you'll be able to implement it in a host of other titles.

Certain moves in any fighting game are tied to animations that prevent them from continuing a combo. This is done to prevent players from simply being able to hit light kick over and over again and keep a combo going until their opponent has been turned to much.

However, there are some moves that can cancel this animation as its happening and replace it with more offense, allowing you to continue your combo. In Mortal Kombat X, these moves are typically special attacks, and their exact implementation differs from character to character.

Using cancels to improve your combos is one of the first steps towards being a competitor in this game. It's possible to figure out how cancels work for individual fighters, but you shouldn't feel like you're cheating if you use the Internet for a bit of direction. If you want to get good at fighting games, a proper understanding of canceling is crucial.

Test Yourself Against Human CompetitionMortal Kombat X - Kung Lao and Kano

While it's tempting to practice up against the computer until you're ready to face another human, it's important to understand that you'll never really be fully prepared ahead of time.

The best way to improve is to compete against other players. You'll get beat to begin with - you'll probably get beat a lot - but that's all part of the process. Don't get discouraged; focus on one particular aspect of your game, and concentrate on improving in that area rather than notching up wins.

Computer opponents are simply no match for the complexity of a real human player. There's a reason fighting game to bosses are known for being cheap, and it's because it's nigh on impossible to create an AI fighter that has the same cunning and ingenuity as a human.

You can look at that fact one of two ways. Some people would think of that competition as too fierce, that they're going to hop online and immediately fighting against that sort of opposition is exactly the sort of environment that forces players to improve.

If you can adopt the latter mindset and avoid frustration, you're going to see improvement much quicker than you would endlessly battling with the computer.

Make Use of Your Replays

Mortal Kombat X - Kotal Kahn vs Scorpion

It's easy to think of replays as a way of recording your most impressive wins- but you'll be better off using the feature to look back on your losses.

While it's not as much fun to relive a defeat, it's a far better way to step up your game. You'll see things about your own performance and your opponent's that you missed in the heat of the moment, and analyzing both performances is key to understanding what went wrong.

Did your bread-and-butter combo get shut down every time? Were you getting zoned out by projectiles when you wanted to be up close and personal? Was your blocking simply not up to scratch? It's difficult to make these judgments during play, but it's far easier when you can sit and watch the match back a few times over.

By all means, record your Flawless Victory and post it on Twitter - but make sure to be just as eager to record a bad loss. Thinking about you did wrong, and what your opponent did right is the best way to establish your own strengths and weaknesses and figure out which areas of your game need the most help.

Watch Experts Play on Twitch

Mortal Kombat X Leaks
Back in the early days of Mortal Kombat, players would need to head down to the arcade to see the best of the best play. Now, you can do it from the comfort of your own home.

Fighting games are always popular on video game streaming sites like Twitch and Hitbox. Matches are short, so it's easy for viewers to drop in and out - but more importantly, it's the genre that players can improve at simply by observing the techniques used by an expert.

Of course, you shouldn't expect to be able to comprehend all of what's going on the first time you see high-level play. It'll take some time for you to properly grasp the strategies being implemented and the decisions being made, but understanding those techniques will help you improve if you take the time to do so properly.

To begin with, focus on one area of your game that needs improvement - it could be blocking, or projectile use, or movement, or anything else. Observe how someone else does it, and try and figure out what works for them, as well as what doesn't.

Play Your Opponent, Not the Game

Mortal Kombat X Boot Tease

It's easy to get caught up in the details of combos and special attacks when you're starting out in a fighting game, but you'll soon realize that they are not the biggest obstacle in your path.

You should master your chosen character, that's a given - but to really get competitive, you need to be able to focus on your opponent. As unlikely as it may seem. Mortal Kombat X is more like a game of chess than you might expect, albeit with far more blood and gore.

For example, say you've worked out a combo with your chosen character than can rack up 40% of damage to your opponent. That's great - but unless you can find an opening for it, it's not going to help you pick up a win. To find that opportunity, you'll need to figure out your opponent's weaknesses.

Whether you're spotting a tendency to block low rather than high, or an over-relaince on a special attack that you know how to punish, understanding your opponent is the key to mastering Mortal Kombat X. Specific strategies might not carry over, but you'll have a better chance of excelling at other fighting games, too.

Once you're in control of your favourite Mortal Kombat fighter, it's time to focus on your opponent. Find their Achilles heel and exploit it, and you might just be surprised at how quickly you start to rack up wins.

Beginner's Tips

Defense is Key

One of the biggest mistakes a novice player makes is that they feel the need to always attack. There are a good number of attacks in Mortal Kombat X which are not safe if you block them. That means if you block the attack, you can hit the opponent with an attack before they can block it. Even if an attack is safe, meaning you can’t get a guaranteed attack once blocked, you generally don’t have an advantage, which means the opponent’s next attack will more than likely beat your next attack.

In short, if you keep attacking relentlessly and your attacks are being blocked, you are almost certainly going to get hit. Against a seasoned MK veteran, that could mean you’re about to get hit by a lot of damage. If you wait until your opponent attacks or take your time and feel out the situation instead of mindlessly attacking, you’ll find that you can win a lot more matches.

Jumping is Usually Bad

While Mortal Kombat X promotes jumping more than most other 2D fighting games, it’s still a bad habit to jump a lot. Most characters in the game have a way to knock you out of the air and even start a combo if you’re not careful. You can’t block in the air, so as soon as you jump you’re hoping the opponent doesn’t hit you with an attack that beats out whatever you were trying to do.

In a game like Mortal Kombat X in which characters have enhanced (meter burn) attacks that spend meter and potentially give the character one hit of armor, even if the character doesn’t have a reliable anti-air attack, they can simply armor through your jumping attack and start a combo. It’s very common for an opponent with a projectile attack to continually spam the projectile to make you jump so they can capitalize on your inability to block in the air. Stay on the ground and slowly move in toward your opponent. It’s a much safer approach to almost any situation.

X-Ray Isn’t Always Best

A lot of new players want to wait until their meter is full, then use the armor of an X-Ray attack to hit the opponent. While an X-Ray inflicts a considerable amount of damage, it also uses your entire meter. The same meter that is used to break out of combos, and perform enhanced special moves. It’s a valuable resource that doesn’t build as fast as you’d like and therefore shouldn’t be used carelessly.

If you can’t end a match with an X-Ray attack, it’s almost always best to conserve your meter and use it for a Breaker or an enhanced special move instead. You can get far more use out of these abilities than you would a single attack that inflicts 30-50 percent damage, especially if that’s not enough to kill. If your X-Ray misses or doesn’t end the match (or at least the round), you’re left with no meter at all, which is a bad position to be in.

Blocking and dodging

In every fighting game, it is very important to block the opponent's blows, thanks to which you avoid taking damage. Blocking decreases damage taken and, additionally, it allows you to counter the opponent's attacks. To block in MK X, you use a separate button, and you cannot block in the way you would in the case of some other fighting games (e.g. Tekken) by holding down the "back" button. If this is the way, in which you blocked in other games, forget about it and get acquainted with a new system. At first, this may be troublesome, but after you maser the button, blocking becomes intuitive. Blocks can be high and low, depending on whether you hold down the button while standing, or while crouching. It is worth pointing out, here that you do not need to press the block button again, when the opponent jumps over your head, because your character turns back automatically, while still blocking. However, blocking does not protect you from everything! You can block individual blows, but you cannot block throws so, whenever the opponent is close to you, he can easily grab you and perform the throw.

Another method to avoid taking damage is dodging. If the opponent attacks the head (high) you can crouch to avoid taking damage, but the attacks on the chest and on the legs (Mid/Low) will still be able to reach you so, you need to block them!

Several rules of blocking and dodging

Overhead - You block them while standing. You cannot dodge them so, crouching is of no use here.

High (blow to the head) - You block them while standing. Also, you can dodge them by crouching.

Mid (Blow to the chest) - You block them while standing or crouching

Low (Blows to the legs) - you block them while crouching; also, you can jump over them.

Projectile - the majority of projectiles are High so, you can block them while standing (you then only take some damage to your guard) or you can dodge them by crouching, which is when you take no damage. Enhanced projectiles usually are doubled, where one of them hits High, and the other Mid so, you need to block them while standing or crouching.

How to Play Tanya

Tanya has plenty of options for overhead/low mix-ups, but many of her options are not safe if the opponent blocks or simply don't lead to very much damage. It's important to focus on Tanya's safe attacks to condition your opponent to block a certain way, then mix in the punishable attacks in hopes that the opponent guesses wrong. Each of Tanya's variations is viable, with the Pyromancer variant offering good zoning tools, Kobu Jutsu featuring Teleport cancels and Dragon Naginata offering a slew of aerial options.

Notation Key

1 - Square/X
2 - Triangle/Y
3 - X/A
4 - Circle/B

Low Spin Kick
Notation: Back, Forward+4
Enhanced: Yes, with armor.

Tanya is a high risk, high reward character, and the Low Spin Kick is one of her many tools that fit into this play style. It covers almost the entire length of the screen and hits low. The enhanced version (Low Drill Kick) has armor and launches an opponent into the air so you can follow with a juggle combo. Unfortunately, both versions are not safe if the opponent blocks, meaning Tanya can be punished heavily. You can mix this up with the Flip Kick special move that hits overhead and switch between them during blocked combos to keep your opponent guessing. Just hope they don't guess correctly.

Flip Kick
Notation: Down, Back +4
Enhanced: Yes, with armor.

Think of Tanya's Flip Kick the same way you would her Low Spin Kick. It covers almost the entire length of the screen and hits as an overhead attack. The enhanced version (Split Flip Kick) has armor and adds an extra hit to the end of the attack for more damage. Like the Low Spin Kick, both versions of the Flip Kick are unsafe if the opponent blocks, meaning Tanya can be punished severely. Use the Flip Kick in conjunction with the Low Spin Kick at the end of block combos to keep your opponent guessing between blocking the Overhead Flip Kick or the Low Spin Kick.

Notation: Down, Back +3
Enhanced: Yes, with armor.

Tanya's Teleport options give her excellent movement and the ability to cancel her combos to apply a considerable amount of pressure to an opponent. There are two Teleport options available, both with aerial variants for four total options. The default Teleport moves Tanya backward and into the air. If you press Down, Forward+3 Tanya moves forward and into the air. These two Teleports can also be done in the air to move horizontally forward or back, remaining airborne. The enhanced versions of the Teleport (Quick Teleport) can only be performed on the ground but give Tanya armor, making this the best option when an opponent is pressuring Tanya after knocking her to the ground.

While Tanya's ground-based Teleports send her into the air, you can't follow them with an aerial Teleport. However, if you use the Quick Teleport to get into the air you can then use a Teleport while airborne. This gives Tanya one of the best wake-up options in the game if you're just trying to get away from an opponent. You can Quick Teleport, then use an aerial Teleport away from the opponent to escape, or toward the opponent for additional mix-ups.

Air Spin Kick and Air Split Drop
Notation: Down, Forward+4 (in the air) and Down, Back+4 (in the air)
Enhanced: No

Tanya has an overhead/low mix-up during any blocked combo thanks to her Low Spin Kick and Overhead Flip Kick. She also has a similar mix-up in the air with the Air Spin Kick (Down, Forward+4 in the air) and Air Split Drop (Down, Back+4 in the air). Neither option is safe if the opponent blocks and they don't lead to a combo if they connect. However, both work very well in conjunction with Tanya's various Teleport options. Tanya has a great aerial movement which keeps opponents on their toes, but they also have to worry about an overhead/low mix-up with the Air Spin Kick and Air Split Drop. Mix these up to keep your opponent guessing.

Air Up and Over (X-Ray)

Tanya's X-Ray attack is one of the few in the game that must be performed in the air. It covers a downward angle that reaches almost the entire length of the screen.  You can combo into it after most attacks that knock the opponent into the air, but for the most part, it's best to save your meter for Quick Teleports when an opponent is pressuring you after knocking Tanya to the ground. The Low Drill Kick is also a good use of meter for Tanya. With that said, if it will finish the match and an opponent over-commits while Tanya is airborne (during her various Teleport options most likely) toss out the X-Ray if it looks like a guaranteed hit.

Basic Strategy

Tanya is all about being in the air and going for constant overhead/low mix-ups. Unfortunately, she doesn't have any overhead attacks that lead into combos. This means you'll need to focus on her safe overhead attacks to condition your opponent to block them, then mix in her low combo starter and the Low Drill Kick (Back, Forward+4+Block) to keep them guessing.

You can end almost any blocked combo with the Low Drill Kick (Back, Forward+4) or Flip Kick (Down, Back+4) for an overhead/low mix-up. However, both options can be punished severely if the opponent blocks. Unfortunately, even if they connect, you don't get much damage from them. You need to connect with the Low Drill Kick (enhanced version) to launch the opponent into the air for a juggle combo and some decent damage.

The Shin Strike (Back+3) is a low attack that's safe if the opponent blocks and leads into the Bitter Hatred (Back+3,1,2) and Betrayal (Back+3,1,3) combos. Bitter Hatred leaves Tanya at a slight advantage when blocked while Betrayal is safe if the opponent blocks. Both combos start with the Simple Betrayal combo (Back+3,1) which you can use to confirm if the combo hit or the opponent blocked.

If it hits, quickly shift into the Low Drill Kick and follow with a juggle combo. If it was blocked, you can still go for an overhead/low mix-up with the Low Drill Kick (or the Low Spin Kick) or Flip Kick, but keep in mind, neither option is safe. If you finish the combo with Bitter Hatred or Betrayal, Tanya remains safe if the opponent blocks.

Tanya's High Heel (Forward+3) is an overhead attack that's safe if the opponent blocks. It can be delayed or canceled by holding 3 and pressing Forward, Forward or Back, Back to cancel. The Low Kick (Down+3) and Side Kick (Down+4) are both decent low poking attacks, while the Side Strike (4) is relatively fast and leaves Tanya at a slight advantage which can be used to continue pressuring the opponent.

The Dark Worship combo (3,4) also leaves Tanya at a slight advantage so she can continue to apply pressure. Meanwhile, the Wanted For Treason combo (2, Up+3) is not safe if the opponent blocks, but it works well as a punishment tool. It launches the opponent into the air so you can follow with a juggle combo. You can also use the Natural Palm combo (1,1,2) as a safe poking tool.

The Ambassador combo (2,4,3) ends with an overhead attack and leaves Tanya at a slight advantage if it's blocked, but your opponent can use an armored attack between the second and third attacks in the combo. However, if you anticipate this will happen you can end the combo early or cancel the second hit into the Low Spin Kick (Back, Forward+4) to get a mix-up between the normal overhead attack that ends the combo and the low-hitting Low Spin Kick.

Kobu Jutsu Variant

One of the biggest benefits of the Kobu Jutsu variation is the fact that Tanya can delay and cancel her Teleport. She also gains a projectile attack with the Tonfa Toss (Down, Forward+1) and a three attack special move combo with the Tonfa Swipe (Down, Forward+2). In the air, she also gains the Blade Dive (Down, Forward+2 in the air) which adds to her already dominant aerial abilities. Finally, Tanya gets a few new basic attacks and combos to help flesh out her offensive arsenal.

The normal Teleport options on the ground can be delayed by holding 3 during the command. While holding 3 you can press Down, Down to cancel the Teleport. This only works with the normal Teleport and not the enhanced Quick Teleport. If you're quick, you can cancel a Teleport at the end of a blocked combo and continue pressure by going right into another fast attack or combo. Tanya has a slight advantage when canceling a Teleport during most of her blocked combos. Keep in mind, canceling a Teleport costs half of your stamina meter. If you have less than half of your stamina meter available, you won't be able to use a Teleport cancel.

The Tonfa Toss is a fairly basic projectile attack at first glance. It covers the entire length of the screen, moves slower than some other projectiles and hits high (which means the opponent can duck under it). However, the enhanced version (Tonfa Throw) acts like a boomerang, calling back to Tanya's Mortal Kombat 4 days. If it's blocked, Tanya can continue offensive pressure because she's a slight advantage. If it hits it acts like a combo extension and Tanya can follow with more attacks.

While in the air, the Blade Dive should be used more as a mobility tool than anything else. It's very easy to punish if the opponent blocks and doesn't lead to a combo if it hits. What it does do is move Tanya halfway across the screen. When mixed in with Tanya's various Teleport options, this works well to keep her out of harm's way or even punish an opponent if they try to attack thinking Tanya is too far away to hit them.

The Tonfa Swipe series of three attacks that are all punishable if the opponent blocks. You can follow the Tonfa Swipe with the Tonfa Slash (Down, Forward+1), then the Tonfa Push (Down, Forward+2) or the Rising Tonfa (Down, Forward+2+Block) if you have the meter. The Rising Tonfa launches the opponent into the air for a juggle combo and should be used if the first or second attacks connect.

What makes them useful is the fact that you can stop at any point in time throughout the combo and even delay each attack slightly. This allows you to mix in throws or other attacks to keep your opponent on their toes. The one concern is that if you delay the attacks your opponent can use certain armored special moves to interrupt the combo series. This is similar to Tanya's overhead/low strategy except that the mix-up is whether or not Tanya will continue the combo normally, delay the next attack or stop and use a throw or any other attack.

The enhanced version of the Tonfa Swiper (Tonfa Strike) has armor and leads into the same three-attack combo. While the enhanced Teleport is still the best option to use if your opponent is pressuring Tanya after knocking her to the ground, this actually leads directly into a combo even though it's a riskier option.

The normal move additions to Tanya arsenal are the Double Tonfa Snap (Back+1) and Spinning Spikes (Back+2). The Double Tonfa is a two-hit attack that starts with a mid attack and ends with an overhead. It's also safe from punishment if the opponent blocks it. This is a great tool to use to safely condition your opponent to block an overhead attack. You can then mix in a Low Drill Kick to not only hit the opponent low, but start a combo. Spinning Spikes is a three-hit attack that also ends with an overhead, offering a similar mix-up if you cancel it early into the Low Drill Kick.

The Double Tonfa Snap leads into the Dragon Teeth (Back+1, Down+2), Gut Rip (Back+1, 2+4) and Back Stab (Back+1, 2+4, 1+3) combos. Dragon Teeth ends with a low attack, which makes it an idea mix-up if you cancel into the Overhead Flip Kick instead of the last attack. While Tanya can be punished if either option is blocked, the low is much more difficult to punish for most characters.

Use the Gut Rip combo as an easy way to confirm into a Low Drill Kick. You have plenty of time to determine if the Gut Rip combo connected before you have to cancel into the Low Drill Kick. If it's blocked, the combo is safe, if it hits, cancel into the Low Drill Kick for a juggle combo. Back Stab should be used to end combos that launch the opponent into the air. It's not safe if the opponent blocks, so don't use it unless you know it's going to hit.

Tanya also gains the use of the Light Concussion (3,2) and Dark Edenian (3,2,1) combos. Light Concussion is safe if the opponent blocks, while Dark Edenian gives Tanya a slight advantage. However, a smart opponent can interrupt Dark Edenian between the second and third hits if they used an armored special move. If Dark Edenian hits, it launches the opponent into the air so you can follow with a juggle combo.

Dragon Naginata Variant

Tanya's Dragon Naginata variation gives her considerably more range than her other variations, and even more air mobility than she already had. She gains several basic attacks, a few combos, and three very important special moves.

Her basic attack additions consist of the High Slash (Back+1), Lunging Stab (Back+2) and High Poke (Diagonally Down-Back+2). High Slash hits from about half a screen length away but is a high attack and moderately slow. If it's blocked Tanya has a slight advantage. Lunging Stab covers a little more than half the screen, hits mid and can be punished by some characters if it's blocked from a distance. At close range, it's fairly easy to punish the attack if it's blocked. High Poke is a high attack that's moderately safe against most characters if they block but hits high.

All three basic attacks can be useful at the very start of a match because they all reach the opponent without moving. However, they aren't particularly fast and if the opponent anticipates the attack it could mean trouble for Tanya. The High Poke is probably the best of these attacks to use because it's moderately safe, but the Lunging Stab is the fastest of the three attacks.

Tanya gains the Ankle Kutter (Back+1,2), Spin Cycle (Back+3,2) and Slicing Wind (Forward+4,2) combos in the Dragon Naginata variation. The Ankle Kutter is a natural extension of the High Slash basic attack that ends with a low attack. It can be punished by some characters, but it's much harder to punish from a distance. Because the combo ends with a low attack you can cancel the first hit into the Flip Kick (Down, Back+4) as an overhead mix-up.

Spin Cycle starts with the Shin Strike low attack and ends with an overhead. This once again gives Tanya an overhead/low mix-up by canceling into the Low Spin Kick (Back, Forward+4) or Low Drill Kick (Back, Foeard+2+Block) before the last hit. The normal Spin Cycle combo is safe if the opponent blocks, so use it to condition them to block the overhead before you mix it up with the Low Spin Kick or Low Drill Kick.

The Slicing Wind combo ends with an overhead attack and gives Tanya a built-in overhead/low mix-up with the Evil Lurking combo (Forward+4,3). Evil Lurking ends with a low while Slicing Wind ends with an overhead.  You can't follow either combo with any kind of extension, but if you need a hit to finish the round this is a decent mix-up with the Evil Lurking offering a safe low attack and Slicing Wind offering a punishable overhead.

Tanya's new special moves are the biggest addition to this variation. She gains the Air Staff Stance and Swing Kick, as well as the enhanced version of the Swing Kick (Spinning Kick). The Air Staff Stance and Spinning Kick both leave Tanya sitting on her weapon. From this stance she can use the Staff Slam (1), Staff Slide (3), Swing Kick (4), exit the stance with 2, jump forward with Forward+2 or jump back with Back+2.

The Staff Slam is the only safe option if the opponent is blocking. It's an overhead attack that has a considerable range and can be followed with a juggle combo if you're close enough. From a moderate distance you can follow with the Flip Kick or Low Spin Kick, and in the corner, you can follow with a full combo of your choice.

The Staff Slide is a low attack that can't be followed by any other attacks but serves as a mix-up for the Staff Slam overhead. It's not safe if the opponent blocks, but some characters have difficulty blocking from maximum range (about three character lengths away). The Swing Kick is also difficult to punish unless Tanya is trapped in the corner when it's used, but doesn't serve much of a purpose other than to act as the fastest attack from the Air Staff Stance.

One of the biggest advantages of the Air Staff Stance is the fact that it works very well in conjunction with Tanya's Teleport. You can exit the stance with 2, then immediately use an air Teleport and go right back into the stance before Tanya hits the ground. You can even mix in the forward and backward jumps from the Air Staff Stance, then use a Teleport or go right back into the stance. Mix up all of these options to keep an opponent constantly guessing where you'll move next. In addition, anytime you're in the air and not in the stance, you still have access to all of Tanya's other aerial attacks. You can even use a blocked jumping kick, then go right into the stance or Teleport. The mix-ups are near endless if you're creative enough.

Finally, the Swing Kick covers a little more than half the screen, and while not safe if blocked, it's difficult for characters without a teleport to punish Tanya. The enhanced version (Spinning Kick) leads directly into the Air Staff Stance, making it much safer to use (although still punishable by some characters) if it's blocked.

Pyromancer Variant

Tanya's Pyromancer variation gives her multiple projectile attacks if you prefer zoning characters. She also gains one new combo in the process. The combo is Dark Burst (Back+3,1,2) which starts with a low attack and ends with a fireball-charged fist that leaves Tanya at a slight advantage if it's blocked.

When it comes to Tanya's fireball options, she has a High Fireball (Down, Back+1), Low Fireball (Down, Forward+1), Air Close Fire Blast (Down, Back+1 in the air) and Air Far Fire Blast (Down, Forward+1 in the air). The High Fireball knocks opponents out of the air but will sail over the head of an opponent unless they're all the way across the screen. The Low Fireball covers a more tradition trajectory but can be ducked under if the opponent is about half a screen length away. The aerial fireball options shoot a little farther than half a screen length or go full screen depending on which version you use.

All four projectiles have enhanced versions, but there's only one ground enhanced fireball (Surging Blast) and one air enhanced fireball (Air Surging Blast). The ground version fires in a straight line while the aerial version fires two projectiles that hit mid-screen and full-screen simultaneously. Use the Air Surging Blast to make it very difficult for an opponent to approach Tanya if you need to keep them at bay.

Finally, Tanya gains the Dark Shroud (Down, Forward+2). When this attack connects it covers the opponent in a purple dust. While this dust is on the opponent all fireball attacks inflict more damage (even if they're blocked). This includes the final hit of the Dark Burst combo. The enhanced version (Devil's Dust) has armor and is one of Tanya's best wake up options if an opponent is pressuring you after knocking Tanya down.

Sample Combos

Kobu Jutsu
35 percent - 1,1,2, Tonfa Swipe, Tonfa Slash, Rising Tonfa, Jump Forward 3, Teleport Forward, Down+ 1, 3,4, Flip Kick

Dragon Naginata
35 percent - 1,1,2, Teleport Forward, Air Staff Stance, Forward+2, Air Staff Stance, Forward+2, 2 (in the air), 2, Up+3, Run Forward (quickly), 3,4, Flip Kick

22 percent - 2, Up+3, Run Forward,3,4, Dark Shroud


Bloody Boots (Fatality 1) - Forward, Down, Down, Back, Down (Close)
Edenian Drill (Fatality 2) - Back, Back, Forward, Forward, 4 (Close)


Top Off (Brutality 1) - End the match with a throw and hold Up during the throw animation.

Romp Stomp (Brutality 2) - End the match with the Split Flip Kick (Down, Back+4+Block) and hold Down during the attack animation.

Backstabbed (Brutality 3) - In the Kobu Jutsu variation, from one jump distance away from your opponent, end the match with a Tonfa Throw (Down, Forward+1+Block).

Watch This (Brutality 4) - In the Dragon Naginata variation, while in the Staff Stance (Down+2 in the air), end the match with a Swing Kick (4 in Staff Stance).

Pop Pop (Brutality 5) - In the Pyromancer variation, with Dark Shroud (Down, Forward+2) active on the opponent, end the match with a Surging Blast (Down, Forward+1+Block).

How to Play Predator

Predator is a confirmed fighter in Mortal Kombat X. Predator was revealed via the Xbox store on March 20, 2015. He is a part of the Kombat Pack and the XL Pack, available as DLC.

Predator is an alien hunter and part of a long-standing film and comic franchise.


Hish-Qu-Ten: Uses a turret.

Warrior: Uses combat based abilities.

Hunter: Uses healing and hunting based abilities.


Ghostin' UsClose Dn, Dn, Bk, Fwd, 1
Certain DeathMidDn, Fwd, Bk, Up

- All variations.

-Must hold Dn when triggering final hit.

- Final hit must come from X-Ray.

Time To BleedThrow - All variations.
- Press and hold Up
  during the final hit.
Final KountdownSelf-Detonate- Warrior Variation
- Final hit must come from
Skinned AliveSnag- Hunter variation.
- Final hit must come from Snag.
If It BleedsPlasma Shot- Hish-Qu-Ten variation.
- Final Hit must come from
  Plasma Shot.

Character History

The Predator is not here to rule us. He does not wish to destroy the realms. He and others of his alien race merely fight--and kill--for sport and honor. There is much kombat in Earthrealm. Shao Kahn and then Shinnok thought themselves konquerers. They were defeated. The Predator will not be. The humans, Outworlders and Netherrealm demons will fall to his superior weapons, tactics, and strength. Their skins will make fine trophies.

Arcade Ending

This world called Earth produced many worthy opponents - which made for excellent sport. Some possessed a power previously unknown to the Predator's race: sorcery. The Predator sought to harness this new power for use in his konquests. He analyzed a trophy from a recent battle and eventually discovered its secrets. With the power of sorcery, the Predator was unstoppable and decimated whole worlds single-handedly. He had become the Apex Predator.

How to Play Tremor

Notation Key

1 - Square/X
2 - Triangle/Y
3 - X/A
4 - Circle/B

Rock Drop
Notation: Down, Back+3
Enhanced: Yes, but no armor.

Tremor's Rock Drop is an overhead attack that falls in one of three locations around the opponent. The default notation drops a rock on top of the opponent in their location at the time the notation was input. If you hold Forward it places the rock just behind the opponent and holding Back places it just in front of the opponent. The enhanced version (Rock Shower) does not have armor, but it inflicts slightly more damage and causes a longer stun when it hits.

Ground Pulse
Notation: Down, Down+4
Enhanced: Yes, but no armor.

The Ground Pulse is an unblockable attack that connects from a full screen length away. It can be avoided by jumping, but if an opponent is touching the ground, it will hit them. The enhanced version (Ground Quake) hits three times and inflicts considerably more damage. In addition, it will hit opponents that have been knocked to the ground. Against Tremor a lot of opponents will use a delayed wake-up to avoid overhead/low setups with the Rock Drop. If you anticipate this, use the Ground Quake to punish them for it. This also works well after a hard knockdown in which the opponent can't tech roll away.

Rock Toss
Notation: Back, Forward+2
Enhanced: Yes, but no armor.

Tremor's Rock Toss changes slightly depending on the variation he's in (mainly in terms of physical appearance). It's a fairly straightforward projectile attack that hits high and can be ducked under. It covers the full length of the screen but moves a little slower than most other projectiles. The enhanced version (Boulder Throw) hits mid and cannot be ducked under. While the normal version is safe if the opponent blocks, the enhanced version actually gives Tremor slight advantage. Unfortunately, neither version will naturally combo. An opponent can not only block the attack during a combo, they can even interrupt it in some cases if they're looking for it. Be careful when and how you use it, but if the opponent isn't expecting it, you can keep the offensive pressure going by canceling a blocked combo into the enhanced Rock Throw.

Rolling Stone
Notation: Back, Forward+4
Enhanced: Yes, but no armor.

The Rolling Stone is a projectile attack that rolls along the ground and hits an opponent low. It covers the entire length of the screen and while it may look a little slow, you can combo into it like most other special moves. If the opponent blocks a combo and you end it with the Rolling Stone, they can jump away from it or use an armored attack to interrupt, so be careful how you use it. The normal Rolling Stone is not safe if the opponent blocks at close range, but the enhanced version (Rolling Kutter) gives Tremor a slight advantage if it's blocked. Like the Rock Toss, this special move changes slightly depending on the variation you're using.

Stone Punch
Notation: Down, Back+2
Enhanced: Yes, with armor.

The Stone Punch changes a bit depending on which variation you're using, but it essentially gives Tremor three different attack options to choose from. The default notation is a straight punch that's relatively safe if the opponent blocks and knocks them down if it connects. You can use this as a potentially Rock Drop setup in some situations. If you press Up after the initial notation (Stone Strike)) it knocks the opponent into the air so you can follow with a juggle combo. Pressing Down (Stone Smash) results in an overhead attack that bounces the opponent off the ground for a juggle combo.

The normal version is relatively safe if most characters block it, but the other two variants can be punished by most characters. When Tremor is attempting to get up off the ground, the enhanced normal version (Stone Slam) gives you a safe attack with armor. However, if you anticipate the attack will connect you can be risky and use one of the juggle options in hopes it will connect.

Stone Shatter
Notation: Down, Back+1
Enhanced: Yes, with armor.

Like the previous three attacks, the variation you're using will change this special move slightly. In most cases, it reaches just shy of half a screen-length in front of Tremor. You can hold 1 to delay the attack and even press Up or Down to angle the attack into the air or turn it into a low attack. Whiling holding 1 you can press Down, Down to cancel the attack. Only the anti-air version is safe, but it will hit most characters if they're standing close to Tremor, so you can use it to end blocked combos and remain safe from punishment. The enhanced version (Rock Blast) inflicts a bit more damage and has armor. It also works well if you're trying to get up after an opponent knocks Tremor to the ground.

Rock Bottom (X-Ray)

Tremor's X-Ray hits low, which is rare to find in Mortal Kombat X. You can combo into it like most other X-Ray attacks, and it connects from a full screen length away, popping up below the opponent at the time the X-Ray notation is used. It's not difficult to land 40 percent combos with Tremor's X-Ray, but like most other characters, it's best to save your meter for enhanced special moves and Breakers, unless you can win a game with an X-Ray or X-Ray combo.

How to Play Sonya

Sonya Blade is a confirmed character in Mortal Kombat X. The mother of fighter Cassie Cage, Sonya is a series staple, appearing in the very first Mortal Kombat.

Sonya was confirmed in the Cage Family Trailer. 

Original Rumor

Discernible audio from a Netherrealms Youtube video drops sound cues which may indicate Sonya's presence in the game. As reported by IGN: "According to a translation of the YouTube video provided by IGN Brazil, Cassie Cage has quotes referencing Sonya Blade and Jax. Pitty, a popular Brazilian rock star providing the voice for Cassie in Portuguese, can be heard saying 'Stay away from my mother,' which is a direct reference to Sonya. Cassie is the daughter of Johnny Cage and Sonya Blade."

An image from a recent MKX preview on IGN might also depict Sonya, though it is unclear whether this character is Sonya or Cassie Cage.

In the story trailer, Sonya can be seen lying down when Raiden and Shinnok are fighting.

Fighting Styles

Special Forces: Calls in drone for various attacks

Demolition: Gains Stun Grenades, and other Explosives 

Covert Ops: Gains Military Stance, and Garrote Parry


Target Marked: Sonya will take a gas container and shove it into the opponents mouth, she will then perform a backward flip, stand up, and call in the drone. The drone will dismember their arms, before a laser shoots, and obliterates their head. 

Head Hunter: Sonya will call in a drone while the drone is in the air, she will take a garrote and wrap in around their neck, she will then proceed to knee them up the chain making their head pop off the drone will shoot various bullets disengrating their skin. Thier head will then fall Sonya catches it then attaches it to her waist keeping it as a trophy. 

Move Set

  • Energy Rings: Clanging her wrists together, she sends out pink ring-like projectiles that would hit the opponent. (MKMK3UMK3MKTMK4MKGMKvsDCUMK 2011MKX)
    • In MK 2011, the enhanced version is called Rings Of Justice and fires two rings, one at normal height and the other at a lower level.
    • In MKX, the enhanced version is called Energy Blast. The Ring has increased damage and knocks the enemy down.
  • Leg Grab: Sonya does a handstand and grabs her opponent with her feet, then slams them to the ground behind her. (MKMK3UMK3MKTMK4MKGMKvsDCUMK 2011MKX)
    • In MK 2011, the enhanced version is called Krazy Legs. After the opponent is slammed onto the ground, they bounce over Sonya, who grabs them by the feet and slams them back down.
    • In MKX, the enhanced version Leg Slam has armor.
  • Air Leg Throw: While in the air, Sonya grabs her opponent with both legs and tosses them down to the floor. In MK 2011, this is called Air Throw. In MKX, this is called Air Strike and has Sonya stomp on the opponent's arms with both feet after throwing them down. (MK4MKGMK 2011)
  • Face Planter: She takes off into the air and flies across the screen with a punch to anyone who is in the air. (MKMK3UMK3MKTMK4MKGMKAMKvsDCU)
  • Inverted Bicycle Kick: Like Liu Kang, Sonya rises into the air with a series of kicks to the opponent.

How to Play Liu Kang

Liu Kang is a confirmed fighter in Mortal Kombat X. Liu Kang is a MK original character, appearing in the very first game in the series. Liu Kang was confirmed by the announced inclusion of a skin the the Kombat Pack DLC on March 20. It is unknown whether he will be a standard or DLC character.

Fighting Styles

  • Dragon's Fire - Similar to Liu Kang's classical style, including expanded flying kicks and bicycle kicks. He also gains the ability to charge his fireball.
  • Flame Fist - Projectile animation alterations, bicycle punches, flaming fist abilities.
  • Dualist - King switches between light and dark variants, gaining unique powers in each.



Move Set

Flying Dragon Kicks
Notation: Back, Forward+2

Dragon's Roar
Notation: Down, Back+2

Bicycle kicks
Notation: Forward, Back, Forward+4

Sample Combos

18 percent - Forward+4,4, Bicycle Kick (standing reset)
22 percent - 1,1,3, Forward+4,4, Bicycle Kick (standing reset)
29 percent - 1,1,3, Back+3,4, Bicycle Kick, Down+2


Sore Throat - Down, Down, Back, Forward, Forward (Close)
Splitter - Back, Forward, Down, Up (Close)


Hot Head - Use at least three stage interactions during the match, then kill the opponent by hitting them in the head with an Air Fireball (Back, Forward+1 in the air).

How to Play Jason

Jason Voorhees is a confirmed fighter in Mortal Kombat X. Jason is a guest character available through the special editions and Kombat Pack. Jason is best known as a cultural icon in the Friday the 13th series of slasher horror films. 

Fatalities and Brutalities

Kill For Mother (Mid-Range) D, R, D, R, BP
Sleeping Bag Killer (Mid-Range) D, L, R, BK + R2
Blunt Trauma L, R, FK + R2
Go to Hell L2 + R2
Blood Bath D, R, FP + R2
Head Spin D, L, R, BP + R2
Spinal Tap D, L, R, FP

Fighting Styles

Variation 1: Slasher
Heavy Armor Walk - Can't be knocked down for a short period of time but after the effect is over you fall asleep for 1 - 2 seconds.

Variation 2: Unstoppable
Rampant Special Move - Health Regen Buff Passive - Upon killing blow, Jason will fall down and convert meter into health.

Variation 3: Relentless
Lake Mist Teleport Pursuit Special Move - Inverts and mirrors opponent's control scheme.

How to Play Jacqui Briggs

Notation Key

1 - Square/X
2 - Triangle/Y
3 - X/A
4 - Circle/B

Air Ground Smash
Notation: Down, Down+4 (in the air)
Enhanced Version: Yes, but no armor.

If you're familiar with Jax's Ground Pound, you should be right at home with Jacqui's Air Ground Smash. While it can only be done in the air, the effect is essentially the same. It hits low and can even be used after a jumping 3 for a quick two-hit combo. The enhanced version does not have any armor, but you can fake the attack by pressing Down, Up+4, but if the opponent guesses you're going to fake the input, he or she can punish you for it.

Forces Rush
Notation: Back, Forward+1
Enhanced Version: Yes, with armor.

Jacqui's Forces Rush is a solid combo ender that should be used after Bionic Dash for a fairly impressive and easy to perform combo. Depending on the combo the timing can be a little strict, but overall this is a pretty easy combo to pull off. The attack is unsafe if the opponent blocks, so it should only be used when it's guaranteed to connect at the end of a combo.

Bionic Dash
Notation: Back, Forward+2
Enhanced Version: Yes, with armor.

The Bionic Dash covers a decent amount of range and executes quickly, but like many of Jacqui's other special moves, it's not safe if the opponent blocks it. When it connects, it knocks the opponent into the air, allowing you to follow with a combo in the corner or Forces Rush in open space. Anytime you're ending a grounded combo you should use Bionic Dash so you can follow with Forces Rush.

Gauntlet Strike
Notation: Back, Forward+4
Enhanced Version: Yes, with armor.

Jacqui's Gauntlet Strike is an automatic combo that should be used after her Forward+2 overhead attack as an easy two-hit combo. While the attack is not safe if the opponent blocks, it will not execute if the overhead attack is blocked, so you can attempt to do the two-hit combo every time you try the overhead. The Gauntlet Strike can also be used as an alternate combo ender replacing Bionic Dash and Forces Rush.

Tech Shield
Notation: Down, Back+1
Enhanced Version: Yes, but no armor.

The regular version of the Tech Shield absorbs projectile attacks. The enhanced version reflects the projectile back at the opponent. It's fairly easy to time the normal version, but the enhanced version can be difficult to time correctly, especially if you're not a full screen length away from the opponent when they use a projectile attack.

Chest Kavity (X-Ray)

Jacqui's X-Ray has good range and can be used after several of her combos for 30-40 percent damage. It works well after her Downward Hammer overhead (Back+2) or after Back Shot (Forward+1, 2, 2+4) in the Shotgun variant. If it's blocked, Jacqui is safe from punishment.

Basic Strategy

The basic strategy with Jacqui is simple. You should be applying pressure at all times. The variant you choose determines how you're applying that pressure, but Jacqui is all about speed and keeping her opponent pinned down with a flurry of attacks. Many of her combos can be canceled into specific special moves from each variant to keep her at advantage and allow her to continue offensive pressure. In addition, her Down+3 executes very fast and leaves her at advantage if the opponent blocks, which is useful to interrupt an opponent's attack and start your own offense.

Full Auto Variant

The Full Auto variant allows Jacqui to keep pressure up by ending blocked combos with the Up Rocket (Down, Back+2). When this attack is blocked, Jacqui has significant advantage and can attack with almost any other combo without being interrupted. Unfortunately this attack hits high, which means it will miss if the opponent is ducking during the combo. In this instance, use the Enhanced Up Rocket or stop the combo short and transition into the Downward Hammer overhead (Back+2).

Jacqui can also end combos with the Low Rocket to knock an opponent into the air for a juggle. Do not use it if the opponent blocks or they can interrupt the attack. In addition, the Enhanced Low Rocket (Rocket Crater) can be held for a delayed explosion that can get you out of a sticky situation and prevent an opponent from attacking.

Shotgun Variant

In the Shotgun variant, you should be using the Tank (1,2,1) and Red Team (Forward+1,2) combos, ending with the Single Barrel special move (Down, Forward+2) to maintain advantage, then follow with another combo. You can mix in the Low Blast to keep your opponent on their toes. If the first part of Red Team connects, complete the Back Shot (Forward+1,2,2+4) combo and follow with a run canceled into another combo, or Forces Rush, Bionic Dash or Gauntlet Strike if you want an easier conversion. If you have an X-Ray available you can also use that immediately after Back Shot.

High Tech Variant

The High Tech variant gives Jacqui the Quick Burst (Down, Forward+2) special move, which leaves her at advantage after  a blocked Bouncing Betty (1,2,1,2) combo, or another combo of your choice. You can follow a blocked Quick Burst with a Quick Jab (1), Low Metal (Down+1) or throw to train your opponent not to attack, then you can use slower attacks such as Downward Hammer (Back+2) or the Turnaround Punch (Forward+2), which both lead into combos.

Another unique aspect of this variant is the Gauntlet Spark. This increases Jacqui's damage output for a limited time and can be used twice for maximum damage. Using the enhanced version once provides the same damage increase as using the Gauntlet Spark twice.

Sample Combos

21 Percent Damage - Back+2, Back, Forward+3
20 Percent Damage - Jump Forward, 1, 1,2,1, Back, Forward+2, Back, Forward+1
40 Percent Damage - Jump Forward, 1, Forward+1,2,2+4, X-Ray (Shotgun Variant only)


Blown Out - Forward, Back, Forward, Back, 2 (Close)
Fist Pump - Forward, Down, Back, 4 (Close)


Mind Blown - Kill the opponent with a Bionic Blast (Back, Forward+2+Block) and press Forward, Forward, Forward during the attack animation.

How to Play Takeshi Takeda

Fighting Styles

  • Shirai Ryu - Scorpion-inspired whip moves throwing enemies around the screen and a quick teleport featuring a cancellation option and a fast air teleport.
  • Lasher - A very heavy range variant with powerful ranged area attacks, trips, and anti-air moves
  • Ronin - Gives Takeshi dual plasma swords, granting strong close melee options and a beam projectile


Whip It Good - Takeda draws his whips, cracks them twice at his opponent, cutting off their arms, then impales them through the mouth with his whip. With a grin, he activates the serrated edges of his whips, hooking his opponent's spine and then drags it out through his opponent's mouth. The opponent's body then collapses on the ground, blood foaming from their mouth.


Head Cage - Takeda impales his opponent with two spears. He then proceeds to extend the spear blades and draws them back, ripping the rib cage/spine out of the opponent and into Takeda's hands. He then proceeds by violently smashing the dismembered vertebrae into the opponent's mouth as they fall over.

Move Set

▪   Kunai: Takeda throws an explosive kunai between his opponent's feet. (The enhanced version is called Tri Kunai and has Takeda throw three kunai that explode in a rising arc.)


▪   Tornado Strike: Takeda jumps into the air in a rapid spin and delivers a dropkick to his opponent if he connects with them. (The enhanced version is called Tornado Kick and launches faster, doing more damage.)


▪   Fist Flurry: Takeda charges his opponent and unleashes a rapid flurry of punches into their abdomen. (The enhanced version is called Fist Whirlwind and does more damage.)

▪   Quick Phase: Takeda crouches and teleports, reappearing behind his enemy and punching them. Move specific to Shirai Ryu Variation. (The enhanced version is called Shirai Ryu Phase and adds a second teleport with Takeda trip kicking his opponent into the air.)


▪   Air Teleport: Takeda teleports in the air and reappears behind his opponent, striking them. Move specific to Shirai Ryu Variation. (The enhanced version is called Air Shirai Ryu Port and has Takeda follow up with a downward kick after knocking his opponent out of the air.)

▪   Spear Ryu: Takeda launches one of his whip spears into his opponent, drags them over with a spin tug and punches them across the face. Move specific to Shirai Ryu Variation. (The enhanced version is called Double Spear Ryu and has Takeda impale his opponent with both spears before whipping them over his head and across the arena.)

▪   Air Spear: Takeda launches one of his spears downwards at his opponent and follows up with a divekick. Move specific to Shirai Ryu Variation. (The enhanced version is called Air Spike and has Takeda drop down with a reversed flip kick, knocking his opponent into the air.)


▪   Whip Strike: Takeda swings his blade tipped whips down in an arch. Move specific to Lasher Variation. (The enhanced version is called Whip Thrash and does more damage.)


▪   Whip Assault: Takeda strikes his enemy with his bladed whips and follows up with a rapid flurry of whips strikes. Lasher Variation (MKX) Note: This attack replaces Fist Flurry while Takeda is in Lasher Variation. (The enhanced version is called Whip Flurry and does more damage while finishing with an overhead strike.)


▪   Whip Trip: Takeda lashes out with his whips at a low angle, snatching his opponent's ankles and tripping them. Move specific to Lasher Variation. (The enhanced version is called Whip Flip, doing more damage while leaving the opponent in the air.)


▪   Blade Drop: Takeda throws the hilt of one of his plasma swords under his opponent and can follow up with:

▪   Blade Kall where he telekinetically calls the spinning plasma blade back to him while knocking his enemy into the air. Ronin Variation.

                                          The enhanced version is called Blade Summon and does more damage while driving the opponent higher into the air.

▪   Quick Kall where Takeda calls the hilt back. Ronin Variation.

▪   Piercing Spark: Takeda clashes his plasma blades and releases a projectile beam at his opponent. Move specific to Ronin Variation. (The enhanced version is called Piercing Beam and turns the projectile into a long beam.)


▪   Shirai Ryu Reflect: Takeda swings both of his plasma swords, reflecting an opponent's projectile. Move specific to Ronin Variation. (The enhanced version is called Shirai Ryu Absorb and has Takeda completely block any projectile.)


▪   Shirai Ryu Kan: Takeda swings both of his plasma swords in a rising arch, knocking his opponent into the air. Move specific to Ronin Variation. (The enhanced version is called Double Shirai Ryu Can and has Takeda start the attack with a double swing with both plasma swords before following up with the rising strike.)


X-Ray Move - Air Whiplash: Descending down from the air and stunning his enemy with a whip strike, Takeda launches one of his whips through his opponent's mouth, the tip breaking through the back of their skull, then reels himself over by retracting his whip, dashes behind them while wrapping his whip around their neck before kneeing their spine, shattering it and their rib cage, dropping them onto their back. He then delivers an axe kick to their face, caving in the majority of their skull.

How to Play Kung Jin

Notation Key

1 - Square/X
2 - Triangle/Y
3 - X/A
4 - Circle/B

Air Dive Kick
Notation: Down +4 (in the air)
Enhanced: Yes, but no armor.

Kung Jin's Air Dive Kick is very similar to his cousin Kung Lao's Dive Kick, but Jin's starts a juggle combo every time it hits. The attack is not safe so don't just toss it out there. If you're in the air and your opponent uses a projectile or does anything that would allow you to punish with an Air Dive Kick, that's when you should use it. The Air Dive Kick also works well after a combo that knocks the opponent into the air. The enhanced version (Air Shaolin Strike) is a safer than the normal version if it's blocked, but t can still be punished by a skilled opponent.

Straight Arrow
Notation: Down, Forward+2
Enhanced: Yes, but no armor.

Kung Jin's standard projectile attack is the Straight Arrow. Like most projectile attacks, it covers the length of the screen, but your opponent can duck under it. The enhanced version, (Split Shot) fires two arrows at the same time and hits mid so your opponent can't duck under them. Split Shot also gives Kung Jin advantage if it's blocked, meaning you can use it to end blocked combos to maintain offensive pressure. This should generally only be done to end a match as Kung Jin's meter is better spent elsewhere, but it's an option if you need the additional offensive pressure.

Up Arrow
Notation: Down, Back+2
Enhanced: Yes, but no armor.

The Up Arrow is Kung Jin's projectile anti-air attack. If you have good reactions you can use this to knock an opponent out of the air right after they jump. The enhanced version (Up Split Shot) fires two arrows and gives Jin advantage if the opponent blocks, but it is easy to duck under. It's not recommended to use this at close range unless you're trying to knock the opponent out of the air.

Lunge Kick
Notation: Back, Forward+3
Enhanced: Yes, with armor.

The Lunge Kick is very similar to Liu Kang's Flying Kick. Kung Jin covers the length of the screen with a moderately fast flying kick. If you're close enough, Kung Jin's staff will hit the opponent just before the flying kick. The flying kick portion of the attack is high and can be ducked under, but the staff portion if mid and cannot be avoided by ducking. The enhanced version of the attack (Fly Kick) inflicts more damage and has armor. You can use either version to end combos or punish attacks that would normally be too far away to punish with a basic attack or combo.

Cartwheel Drop
Notation: Down, Back+4
Enhanced: Yes, with armor.

Kung Jin's Cartwheel Drop is an overhead attack that can be used to end combos or occasionally jump over low attacks with proper timing. The enhanced version (Cartwheel Smash) is Kung Jin's best wakeup option. If an opponent is pressuring you after knocking Kung Jin to the ground, use the armor of the Cartwheel Smash to go through their pressure. If the opponent anticipates this and blocks the attack, Kung Jin is not only safe from punished, but has a slight advantage that allows him to continue offensive pressure.

Staff Infection (X-Ray)

Kung Jin's X-Ray is one of the few X-Rays in the game that is considered an overhead attack. This gives Kung Jin a very deadly mix-up game thanks to his already strong overhead/low mix-up options. While you can just toss this out and hope your opponent guesses wrong when blocking, it's best to combo into it or save your meter for Kung Jin's enhanced special moves. You can end most of Kung Jin's combos with the Staff Infection X-Ray, but he has good enhanced special moves which should take priority unless the X-Ray will finish off an opponent.

Sample Combos

34 percent - Air Dive Kick, Run Cancel, 3,4,3, Low Shot (with Stun Quiver), Walk Forward, Neutral Jump Punch, 2,2,1, Lunge Kick

32 percent - Back+1, 4, Neutral Jump Punch, Jump, Air Dive Kick, Back+2,1, Bo Swing

33 percent - 2,2,1, Chak-A-Rang, Neutral Jump Punch, Jump Forward, 4, Air Dive Kick, Run Cancel, 3,4, Up Kick, Shaolin Drop


Target Practice - Down, Forward, Down, Back, 2 (Close)
Pinned Down - Forward, Back, Down, Down, 1 (Mid-Screen)


A Little Heart - Go at least seven seconds without being hit during the final round of the match, then stand at sweep distance (one character length away) and kill the opponent with a Straight Arrow (Down, Forward+2).

Fighting Styles

  • Ancestral – Gains a variety of new bow projectiles and the ability to buff his arrows with stun, damage, or meter drain. Strong zoning variation with a powerful vortex that's a threat from any distance.
  • Bojutsu – Gains new attacks utilizing the bow as a staff, allowing for increased mixup ability as well as much more damaging combos. Rushdown variation with an emphasis on 50/50s.
  • Shaolin – Gains new normal strings allowing for new mixups, and a semi-controllable mid-hitting projectile. Balanced between rushdown and zoning, but excelling at neither.

How to Play Goro

Shokan Bolt
Notation: Back, Forward+1
Enhanced: Yes, but no armor.

The Shokan Bolt is Goro's projectile attack. It hits high which means an opponent can duck under it. The projectile also takes a moment to execute which limits how useful it can be when attempting to zone an opponent. It can't keep up with faster projectile attacks from Jacqui Briggs and similar characters. It does travel the entire length of the screen and you can combo into it, but for the most part you won't be getting much use out of the Shokan Bolt aside from the occasional full screen projectile attack.

Punch Walk
Notation: Back, Forward+4
Enhanced: Yes, with armor.

Punch Walk is one of Goro's best special moves across all variations. It covers almost the entire length of the screen and Goro is safe from punishment if the opponent blocks. However, the enhanced version (Fist Flurry) ends by knocking the opponent into the air allowing Goro to follow with a juggle. You can cancel most of Goro's combos into the Punch Walk to guarantee it will connect, but even if it's blocked you're safe from punishment. If the combo connects and you have meter to burn, cancel into Fist Flurry to maximize your damage. Fist Flurry also has armor making it Goro's best wakeup attack if an opponent is trying to pressure you after knocking Goro down.

Shokan Grab
Notation: Down, Back, Forward+3
Enhanced: Yes, with armor.

Goro's command throw, Shokan Grab, can be used to end a combo or to catch an opponent who is constantly blocking. However, the Shokan Grab will miss completely if used during a combo string whether the combo is being blocked or not. The only way to connect the Shokan Grab during a combo is by knocking the opponent into the air and using the command throw to grab them while they're airborne. The enhanced version (Shokan Slam) has armor, which makes it useful if an opponent is standing over your after knocking Goro to the ground, but if the opponent jumps out of the way Goro can be punished.

Notation: Down, Up
Enhanced: Yes, with armor.

The Stomp is a trademark attack of the Shokan race of characters (Sheeva, Goro and Kintaro). However, with Goro being the only playable Shokan in the game, this is a unique special move in Mortal Kombat X. The Stomp is unlockable and will land on top of the opponent wherever they are on-screen. It is possible to knock Goro out of the air, or dash out the way to avoid the attack. If that happens Goro can be punished severely. If you anticipate this you can hold Back or Forward after the Stomp command to land directly in front of or behind the opponent.

The enhanced version (Krush) hits on the way up as well. You can cancel certain combos into this attack to guarantee it will land. The Prince of Pain combo (2,1) is one example of a combo that can be canceled into Krush. This is generally a risky attack to use unless you've knocked an opponent down in the corner or you cancel into Krush instead of Stomp.

Spine Adjustment (X-Ray)

Like most other X-Ray attacks in the game, Goro's X-Ray has armor allowing you to blow through attacks and still connect the X-Ray. While it's not the fastest X-Ray in the game, you can combo into it if the opponent is in the air. For example, you can use the Barbarian Blow combo (Back+1,2, Up+2) to knock an opponent into the air, then follow it immediately with the X-Ray for an easy 40 percent damage combo.

Kuatan Warrior Variant

The Kuatan Warrior variant gives Goro two special moves, Chest Lunge and Quake. Chest Lunge is not safe if the opponent blocks which essentially limits it to a combo ender. The nice thing about this is that it throws the opponent behind Goro. If you've got the corner to your back, ending a combo with Chest Lunge will turn the tables on your opponent. It also has decent range and executes relatively fast, but again, if the opponent blocks it's easily punished. The enhanced version (Chest Charge) also has armor.

Quake is an unblockable attack that covers the entire length of the screen. It works very well from across the screen where it's more difficult for an opponent to punish the attack if they anticipate it's coming. It's still susceptible to teleports or other such attacks that can quickly cross the screen, but with limited use it can be very effective.

Tigrar Fury Variant

Goro's Tigrar Fury variant is one of his best. He gains four new special moves in the form of Flame Ball, Close Ground Fire, Far Ground Fire and Dragon Breath. Flame Ball (Back, Forward+1) replaces Shokan Bolt, but is more effective in every way. It executes faster and travels faster making it much more useful if you're trying to zone your opponent with projectile attacks.

Close Ground Fire (Down, Back+4) and Far Ground Fire (Down, Forward+4) both hit low and can be used to end combos or simply to catch an opponent off-guard with an overhead/low mix-up. For example, Goro's Grand Champion combo (1,1,2) ends with an overhead attack. However, you can cancel into the Close Ground Fire after the first two hits to end the combo with a low attack. Using the enhanced version of either special move launches the opponent for a juggle follow-up, which means you can not only get an overhead/low mix-up, you can even juggle off of it if you have meter to burn.

What is arguably the best addition to the Tigrar Fury variant is Dragon Breath (Back, Forward+2). Use this at the end of a blocked combo string to get significant advantage. For example, when used at the end of the Fists of Fury combo (1,2,1) it leaves Goro with a 9-frame advantage if the opponent blocks Dragon Breath. That means you can follow with any attack up to 15 frames and the opponent will have great difficulty interrupting it unless they use an enhanced attack with armor.

The Lunge Kick (Forward+3) canceled into Punch Walk is a great option to use after a blocked Dragon Breath, but going right into Punch Walk or even the Shokan Grab are both viable options in this situation. Just be careful because the Shokan Grab attempt can be interrupted if the opponent blocks Dragon Breath crouching and attempts a crouching jab immediately after. In fact, depending on your opponent, you can continually use the Lunge Kick canceled into another Dragon Breath repeatedly until they use an enhanced special move with armor to escape. The one catch is that a 5-frame attack will interrupt the Dragon Breath and a 6-frame attack will trade with it, but if you cancel into anything else (Punch Walk or Fist Furry for example), the opponent won't be able to interrupt.

Dragon Fangs Variant

The Dragon Fangs variant adds blades to the bracers on Goro's wrists. While the damage of his normal attacks is not increased, he gains one basic attack (Shokan Trip), one combo (Bruiser)) and two special moves (Shokan Stabs and Fang Spin). Shokan Trip is the best of the additions as it has good range, hits low and leaves Goro at significant advantage if it's blocked. Depending on how far away you are when the attack is blocked, you can follow with most of Goro's special moves or his go-to combos with the opponent unable to interrupt unless they use an enhanced special move with armor.

The Bruiser combo (2,1,2) is an alternative to the Titan Krush combo (2,1,4) and works well to end combos. Shokan Stabs replaces the Shokan Grab and inflicts more damage than the Shokan Grab. The Fang Spin is very similar to the Punch Walk, but doesn't cover as much range and inflicts slightly more damage. It's also safe if the opponent blocks the attack. The enhanced version of both attacks have armor, making either useful if you're being pressured after Goro is knocked to the ground.

Sample Combos

25 percent - Back+1,2, Up+2, Forward+2,2,2+4
29 percent - Back+1,2, Up+2, Back+2, Run Cancel, 2,1, Back, Forward+4
32 percent - 2,1, Fist Flurry, 2,1, Shokan Grab (One Meter)
39 percent - 2,1, Fist Flurry, Jump Straight Up, 1, 2,1, Fist Flurry, 1,1, Shokan Grab
39 percent - Back+1,2, Up+2, Jump Straight Up, 1, X-Ray (Full Meter)

Note: If you have trouble with the Jump Straight Up, 1 in these combos, hold Up after Up+2 and press 1 as soon as Goro jumps into the air.


Peek-A-Boo - Back, Forward, Down, 4 (Close)
Shokan Amputation - Back, Down, Down, Up (Close)


Speed Bag - Win the match in two rounds, killing the opponent with the Shokan Grab (Down, Back, Forward+3) or Shokan Slam (Down, Back, Forward+3+Block), holding Forward during the attack animation.

Krush - With the opponent blocking, kill them with a Krush (Down, Up+Block)

Chest Bump - In the Kuatan Warrior variation, perform five forward dashes (Forward, Forward) during the match, then with over 50 percent health kill the opponent with a Chest Lunge (Back, Forward+2) or Chest Charge (Back, Forward+2+Block).

Tail Spin - In the Dragon Fangs variation, kill the opponent with the Dragon Spin (Down, Back+2+Block), but only the third hit of the Dragon Spin can connect, the first two hits have to miss the opponent.

Shokan Flame - In the Tiger Fury variation, stand close to the opponent and kill them with the Dragon Torch (Back, Forward+2+Block), holding 2 during the attack animation.

How to Play Mileena


Ethereal - Mileena has pink, vertical markings running down both arms in this varitation. She gains the ability to dissappear for extended periods of time as well as the ability to teleport, allowing her to adjust her position in order to facillitate longer, more damaging combos.

Ravenous - Mileena is maskless in this variation, exposing her Tarkatan teeth. She gains access to a slew of acrobatic command throws and maintains the ability to leapfrog over her opponent, introducing an element of area control.

Piercing - A purple aura envelopes Mileena's sais in this variation. Mileena's sais dominate this variation, allowing her to use a low projectile and a plethora of other sai-centric attacks desgined to pressure the opponent.








Face Feast (CLOSE) - Mileena skewers her opponent's head with both sais and forcefully decapitates them using a kick to the stomach as leverage. She then begins to consume her victim's face, throwing it to the ground and walking away when finished.

  • PS4 - Down, Back, Down, Back, X
  • Xbox One Down, Back, Down, Back, A

Tasty Treat (CLOSE) - Mileena pushes her opponent to the ground, leaps into the air and straddles them. Using her clawed hands she proceeds to tear at their abdomen until she severs it open - separating their torso from their lower body; she then feeds on her helpless opponent's flesh as they attempt to crawl away.

  • PS4 - Foward, Back, Foward, Back, Triangle
  • Xbox One - Forward, Back, Forward, Back, Y


High Roller - Mileena curls up into a ball and smashes into her opponent's legs, destroying their shins as a result.

  • PS4 - Back, Down, O
  • Xbox One - Back, Down, B

Tele-Splat - Mileena kicks her opponent using her Teleport Drop and obliterates their head.

  • PS4 - Down, Down, X
  • Xbox One - Down, Down, A

Impaler (PIERCING) - Mileena violently stabs her opponent's abdomen repeatedly with her sais, ripping their heart out as a result.

  • PS4 - Back + Triangle, Square, Triangle + O
  • Xbox One - Back + Y, X, Y + B

Fun Ride (ETHEREAL) - Mileena orcefully dunks her opponent into the ground and decapitates them in the process.

  • PS4 - Back + Triangle, Triangle, Square + X
  • Xbox One - Back + Y, Y, X + A

Early Lunch (RAVENOUS) - Mileena leaps at her opponent and feasts on their neck until she rips their throat out.

  • PS4 - Back + Square, Triangle, Square + X, Up, Up, Triangle
  • Xbox One - Back + X, Y, X + A, Up, Up, Y

Move List

Mileena's common moves include her double sai projectiles (while grounded and in mid-air), teleportation, cartwheels and ball rolls.

How to Play Ermac

Soul Burst
Notation: Down, Back+2
Enhanced: Yes, with armor.

Force Lift
Notation: Down, Back+1
Enhanced: Yes, but no armor.

Notation: Down, Back+4
Enhanced: Yes, but no armor.

Notation: Down, Down, Up
Enhanced: No

We are Many (X-Ray)

Ermac's X-Ray covers about half the screen and is fairly easy to combo into. While many other characters rely on their super meter to get big damage, Ermac can inflict solid damage without the need to use meter (depending on the variant). This makes his X-Ray a lot more useful compared to other characters. You still want to combo into the X-Ray to guarantee it will connect, and meter is still important to Ermac for breakers, but he's more free to use an X-Ray compared to some other characters who rely more heavily on their meter for enhanced special moves.

Mystic Variant

The Mystic variation gives Ermac the Tele-Choke (Back, Forward+2) special move, while the Tele-Hang (Down, Back+1) replaces the Force Lift and allows Ermac to combo after it without burning any meter. None of these are safe from punishment if the opponent blocks, so try to use them to end combos or when you know they will connect. The enhanced version of the Tele-Choke (Levitate) replenishes a small amount of Ermac's health and has armor.

In the Mystic variation Ermac should try to stay about half a screen-length away from the opponent at the maximum range of the Tele-Hang and Tele-Choke. From this range Ermac can punish almost anything an opponent does with the Tele-Choke. You can even catch opponents out of the air with a well-timed Tele-Choke or a late Tele-Hang.

Use the Tele-Hang to extend your combos, then end them with the Tele-Choke for damage or the Levitate if you need to replenish some health. It's almost always better to use the Tele-Choke because you don't get a lot of health from the Levitate. Unless you're so close to death that chip damage will finish you off, go with the Tele-Choke to end your combos.

While it's likely to get patched sooner rather than later, at the moment you can end combos with the Tele-Hang, then while the opponent is hovering in the air, use instant Air Soul Bursts to build as much meter as possible before the opponent drops. You'll lose a small amount of damage, but when the opponent hits the ground they'll take almost as much damage as the Tele-Choke, which makes the meter gain more than worth the small loss of damage.

If you like to play a more defensive style with Ermac, the Mystic variant gives you the Tele-Choke to punish opponents from a distance, and the ability to combo from a distance without spending meter on the Tele-Hang. It's not as offensive as the Master of Souls variation, or as mobile as the Spectral variation, but you can play a solid defensive game using the tools available in Mystic.

Master of Souls Variant

The one big thing that makes Master of Souls arguably Ermac's best variation is that he gains the ability to place an opponent in a vortex. You'll notice three small green orbs floating around Ermac. These power some of his special moves. As you use special moves you'll lose orbs and they'll slowly return.

Ermac gains the Soul Ball (Back, Forward+2) in Master of Souls. At first glance this may seem like a standard projectile attack, but it's far more useful. It hits mid which means an opponent cannot duck under it, but what really makes the Soul Ball special is that it stuns an opponent when Ermac has all three orbs circling around him. You can combo into this off of just about any attack you land with Ermac.

Once an opponent is stunned by the Soul Ball you can use a jump forward punch (1 or 2) that combos into the Nether-Pain combo (Back+1,2). This leaves Ermac at significant advantage and allows him to go for an overhead/low mix-up with the Ankle Snap (Back+3) and Crown Breaker (Forward+4). You can cancel either attack into a Teleport to start the combo all over again. If you add anything between the Nether-Pain combo and the overhead/low mix-up, Ermac will have three orbs floating around him again by the time you connect a full combo into the Soul Ball again.

Now this vortex has a few issues that must be addressed. First and foremost, using the Ankle Snap or Crown Breaker into a Teleport is not safe if the opponent blocks correctly. In addition, if you add something between the Nether-Pain combo and the overhead/low mix-up, it's possible for the opponent to interrupt after the added attack, especially if they block it. This is a risky 50/50, but if they opponent continues to guess wrong it's an easy win for you.

In addition to the vortex, the enhanced Soul Ball (Soul Trap) drains the opponent's super meter while they're stunned. You can also use the Soul Release (Back, Forward+1) for the normal or enhanced version to launch an opponent into the air to extend your combo. This can even be done in the air, which means you can go for a full combo or try for the vortex at almost any point during the match should Ermac land a hit.

The final addition to the Master of Souls variation is the Disappear special move. This allows Ermac to completely disappear (leaving only the green orbs behind). All special moves, combos and basic attacks will go through Ermac while he is invisible. However, a skilled opponent can throw Ermac during this time. The enhanced version (Vanish) starts a little faster which makes it useful if you need to avoid pressure as quickly as possible.

If you can anticipate the opponent's next move you can use Disappear and Vanish to escape a lot of sticky situations. However, it is risky if the opponent guesses you're going to use the move or simply waits and throws you out of the animation. It can be useful to avoid an enhanced special move after knocking an opponent to the ground, but once again, timing is important and Ermac can be thrown out of this.

The Master of Souls variation has everything Ermac needs to win. He can't combo off of the Force Lift without using meter like he can in the Mystic variation, but he has the Soul Ball for that purpose. He doesn't have the mobility of the Spectral variation, but he makes up for that with the vortex. Everything you need is right here.

Spectral Variant

The Spectral variation gives Ermac the Soul Charge special move, which is basically Ermac's version of Raiden's Electric Fly (Superman) special move. Ermac quickly travels just shy of full screen, knocking an opponent down if it connects. It's not safe if the opponent blocks, and there's no enhanced version either, but it can be done in the air. This should be used to end combos if you want to push your opponent toward the corner, or to punish opponents from just outside of Force Lift range.

Ermac's other addition in the Spectral variant is Soul Accession (Down, Down, Up), which replaces his Hover special move. The main difference between Soul Accession and Hover is that Ermac can move around during Soul Accession. He still has access to all of his aerial special moves, but he can also use basic attacks in the air as well. All of his basic attacks (2, 3 and 4) except 1 are considered overhead attacks and must be blocked standing.

If you're low enough to the ground you can combo a basic attack in Soul Accession into the Soul Charge, Ground Slam (Down+3) or even the Air Teleport. You should use this in the same way you would use the Hover, only now you have more mobility and more attack options.

While Master of Souls is arguably Ermac's best variation, if you like to play defensively you can use the mobility of the Spectral variation to really frustrate an opponent.

Sample Combos

31 percent - Forward+2,1, Down+2, Jump Forward,3, Air Teleport, Back+1,2, 2,2,2, Tele-Hang

30 percent - Forward+2,1, Down+2, Jump Forward,3, Air Teleport, Back+1,2, 2,2,2, Force Lift

Master of Souls
33 percent - Forward+2,1, Down+2, Jump Forward,3, Air Teleport, Back+1,2, 2,2, Soul Ball, Jump Forward Punch, Back+1,2 > Vortex
36 percent - Forward+4, Teleport, Down+1, Tele-Lift, Forward+2,1, Down+2, Run Cancel, Back+1,2, Soul Ball, Jump Forward Punch, Back+1,2 > Vortex

Note: Vortex should start with Back+3 or Forward+4 into Teleport followed by the rest of the 36 percent damage combo.


Inner Workings (Fatality 1) - Hold Block, Down, Up, Back, Release Block (Mid-Screen)
Head Out (Fatality 2) - Hold Block, Forward, Down, Down, Up, Release Block (Mid-Screen)


Nether Force - Perform 10 special moves during the match, then kill the opponent with an Air Force Port (Down, Back+4+Block in the air).

We Win - Connect a five-hit combo that ends with the Force Lift (Down, Back+1), then kill the opponent with a Force Lift. 

Gluttony - In the Mystic variation, with at least 40 percent health kill the opponent with a Tele-Hold (Down, Back+1+Block). 

Soul Eater - In the Master of Souls variation, connect a 10-hit combo, then while Ermac has all three souls floating around him, hit the opponent with Soul Ball (Back, Forward+2) and kill the opponent with Soul Release (Back, Forward+1). 

Controlled Chaos - In the Spectral variation, use Soul Accession (Down, Down, Up) to fly, then kill the opponent with a Soul Charge (Back, Forward+2).

Mortal Kombat

This is a guide app for Mortal Kombat X. Mortal Kombat X is the tenth entry in the Mortal Kombat franchise. In this guide, we will introduce the how to go from zero to hero with basic combos, blocking, character selection, special moves, and more tips. This guide for Mortal Kombat X also describes the key functions of the game and it will help you get familiar with the basics.

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