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Mortal Kombat X Game Guide & Walkthrough

This guide for Mortal Kombat X describes the key functions of the game and it will help you get familiar with the basics - Mortal Kombat X - Game Guide and Walkthrough

This guide for Mortal Kombat X describes the key functions of the game and it will help you get familiar with the basics. The first chapter of this guide consists of a glossary, which will prove helpful, while learning terminology in the game. The second chapter explains, in detail, the basics of the gameplay, such as: controls, Stamina meter and Super Meter, blocking, creating combos and, which is a most important thing in a fighting game - explanation of the frame system. In the next chapter, you will learn about all of the arenas available in the game, along with description of all of the interactive elements that you can use during the fight, to gain the upper hand over the opponent. Also, in here, you find information about individual factions, i.e. groups that you can join. In the next part of the guide, you will learn about the available game modes: the story mode, towers, training, the Krypt, as well as online matches. In the last chapter, you find description of the indivifual characters, three individual variants that they come in, their special abilities, as well as example combos that you can use in fight.

This guide for Mortal Kombat X includes:

  • Basics concerning the gameplay (controls, Stamina meter and Super Meter, blocking, forming combos, frame system)
  • Descriptions of all the available arenas and presentation of all the interactive elements that can be used during fight, provided with screenshots.
  • Description of all the available Factions that you can join
  • Description of all the available game modes, for single player, versus and on-line game.
  • Descriptions of characters with all three variants available for each, descriptions of special abilities, example combos, fatalities an brutalities.

Lukasz "qwert" Telesinski ()

The below glossary ids to familiarize you with terms and abbreviations used in this guide, as well as ones that you can come across while playing the game, in the Internet and while watching streams/cutscenes. Learning terminology used in fighting games makes it easier to learn new combos. To organize things, the glossary items have been listed in the alphabetical order.

Air Throw - some of the characters can perform throws in the air.

Anti Air - an attack whose aim is to stop the opponent jumping at you and prevent him from performing an aerial attack.

Armor - some of the attacks come with, the so called, armor, which means that they cannot be stopped by the opponent's attack. Usually, these are the enhanced EX moves.

Baiting - It is about encouraging the opponent to perform a movement or an attack, which you can then use to your own advantage, Baiting is about luring the opponent into a trap.

Battle Cry - Te lines spoken by the individual characters before the fight starts. Usually, it is connected with their backstory or with their attitude towards the individual opponent.

Blocking - clocking the opponent's attacks.

Boss - This is the final opponent that you need to defeat, in order to, e.g. complete the story or beat the tower. Usually, the boss is a much more demanding opponent than the preceding ones.

Breaker - a movement that immediately interrupts the opponent's attack - e.g. if the opponent wants to grab you, or is in the middle of a combo, you can interrupt it and seize the initiative.

Brutality - A showpiece and brutal finishing move performed on the opponent, popular in Mortal Kombat games. Each character has his, or her, own Brutality.

Cancel - the action whose aim is to interrupt own attack, before it is realized, or to cancel any element of the combo, in order to land a different attack. If, for example, you want to land a three-hit combo, where the last blow knocks the opponent away, you can use the cancel action after the second element of the combo, and continue attacking. Thanks to this, you can considerably max out on damage dealt.

Charge - some of the attacks can, additionally, be charged (this goes for projectiles or special abilities). The longer the attack us charged, the higher the damage dealt by the attack.

Chip Damage - damage that you take while blocking.

Combo - chain of the character's attacks, which are organized in the way to make a fluent whole, where an attack seamlessly proceeds into the next one, which does not allow the opponent to have a moment's breath nor defend.

Counter - some of the characters can counter the opponent's attacks, i.e. seize the attack and use the momentum to his own advantage.

Damage - the strength of the attack or the combo is determined by the amount of damage that it deals.

Dash - a quick dash towards the opponent or away.

Faction

Faction kill - after the faction fight that you win, you can use a special killing technique, characteristic for a given faction.

Fatality - The most spectacular finisher that you use at the end of the fight. When you hear the phrase "Finish Him/Her" spoken, you can use this finisher to kill the opponent. There are two types of Fatalities - the easier one, where you only need to enter a combination of 2 keys, and the more difficult ones, where the sequence is more complex.

Frame - a unit of animation. Each strike has a specific number of frames, which determines the time necessary to land the strike. Some of the strikes are faster (they have less frames) whereas others are slower (more frames). Also, the strikes are allotted with a specific number of penalty frames, if they meet a block. This is the time, where your character is exposed to counterattack.

Frame Advantage - This term means that you have an advantage of frames, over your opponent, i.e. you are safe if your attack hits the opponent's block.

Grab - the action of grabbing the opponent and driving their head into an element of the surrounding, or landing a strike. Usually, grabbing ignores the opponent's block.

Guard - You can (or even should) block the opponent's attacks. The opponent's strikes that you block deal little damage, but you need to keep in mind that throws and grabbing ignores blocks. To do well against opponents, you need to get familiar with blocking.

Ground Bounce - strikes thrown in a neutral jump bounce the opponent off the ground, which makes them fly into the air inertly. This is what is called ground bounce and is a prelude for bouncing.

High - blows to the opponent's head.

Hitbox - the area on the opponent's body that can be attacked (Overhead, High, Mid, Low).

Hit Stun - The effect that prevents the oppponent from landing their blow.

Juggle - It is about keeping the opponent aloft, by landing successive blows.

Jump - You can jump forward, backwards or up.

Low - Blows to the legs of the opponent.

Mid - blows to the opponent's chest.

Neutral Jump - a vertical jump, where you can land an attack initial to juggling. There are the following types of Neutral Jump: Neutral Punch, Neutral Kick.

Nerf - weakening, balancing the opponent.

Overhead - blows to the nape of the opponent's head.

Punish - If the opponent performed a faulty action, or has been blocked, you can land a combo, i.e. punish the opponent. This is a punishment for a failed action which makes the opponent vulnerable to attacks.

Re-stand - The effect of standing the opponent up, in a situation in which they would, without any doubt, have fallen on their back. You can use some of the moves to put the opponent back in an upright position, at the moment at which they are dropping to the ground, thanks to which you do not need to interrupt your attack.

Reversal - The countering attack after you have been knocked down. You can then get up and land your blow.

Run

Skin - an alternative skin for your character that you can unlock during the game.

Stamina Bar - the bar directly below the health bar.

Teleport - some of the characters can teleport.

Throw

Trade - A situation, in which both of the fighters land a blow and both of them take damage, as a result.

Wake Up - an action, where the character gets up from the ground and immediately lands the enhanced version of an attack.

Wall jump - on most of the arenas, you can bounce off walls and jump out of the inconvenient situation, behind the opponent's back, i.e. into the center of the arena.

X-Ray - special move, which you can perform after you fill all three bars of the Meter. X-Ray takes up all 3 bars. The sequence cannot be stopped, once launched, unless the initial strike is blocked.

Zoning - keeping the opponent at a bay, using, e.g. long range attacks, projectiles, etc.

Abbreviations

FP - Front Punch

BP - Back Punch

FK - Front Kick

BK - Back Kick

JP - Jump Punch

NJP - Neutral Jump Punch

JK - Jump Kick

NJK - Neutral Jump Kick

BLK - Block

Mortal Kombat is a popular fighting game, which has first been released in 1992 for arcades - What is Mortal Kombat X? - Mortal Kombat X - Game Guide and Walkthrough

Mortal Kombat is a popular fighting game, which has first been released in 1992 for arcades. The game made a name for itself, thanks to the, so called, Fatalities, which allows you to kill, brutally, the opponent after you defeat him. Up to this day, this remains the highlight of the game. The rules are simple - two opponents start a fight to the death on an arena. Each one of the players picks a character from the roster and determines the variant of the character. What each variant differs in is looks of the character and special moves that you can launch during the fight. An appropriate choice may be the key to victory, because some of the special moves are perfect for countering specific fighters. You can choose s single-player mode, versus mode and multiplayer mode. What makes up the single player mode is, predominantly the complex story mode which, as for a fighting game, is riveting. Versus fights are the well-known quick matches that can be modified with certain elements, such as random modifiers. As for the online mode, you can fight your way, up the ranks, here, by gathering points.

PS4 controls

1 - Controls - Mortal Kombat X - Game Guide and WalkthroughMove right - Controls - Mortal Kombat X - Game Guide and Walkthrough

Move right.

Move left - Controls - Mortal Kombat X - Game Guide and Walkthrough

Move left.

Jump - Controls - Mortal Kombat X - Game Guide and Walkthrough

Jump.

Crouch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Crouch.

Front Punch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Front Punch.

Back punch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Back punch.

Front kick - Controls - Mortal Kombat X - Game Guide and Walkthrough

Front kick.

Back kick - Controls - Mortal Kombat X - Game Guide and Walkthrough

Back kick.

Throw - Controls - Mortal Kombat X - Game Guide and Walkthrough

Throw

Interact with the environment - Controls - Mortal Kombat X - Game Guide and Walkthrough

Interact with the environment.

2 - Controls - Mortal Kombat X - Game Guide and Walkthrough

Change the stance.

Block - Controls - Mortal Kombat X - Game Guide and Walkthrough

Block

If pressed simultaneously, they launch the X-Ray - Controls - Mortal Kombat X - Game Guide and Walkthrough

If pressed simultaneously, they launch the X-Ray.

Xbox One Controls

3 - Controls - Mortal Kombat X - Game Guide and WalkthroughMove right - Controls - Mortal Kombat X - Game Guide and Walkthrough

Move right.

Move left - Controls - Mortal Kombat X - Game Guide and Walkthrough

Move left.

Jump - Controls - Mortal Kombat X - Game Guide and Walkthrough

Jump.

Crouch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Crouch.

Front Punch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Front Punch.

Back punch - Controls - Mortal Kombat X - Game Guide and Walkthrough

Back punch.

Front kick - Controls - Mortal Kombat X - Game Guide and Walkthrough

Front kick.

Back kick - Controls - Mortal Kombat X - Game Guide and Walkthrough

Back kick.

Interact - Controls - Mortal Kombat X - Game Guide and Walkthrough

Interact.

Block - Controls - Mortal Kombat X - Game Guide and Walkthrough

Block.

4 - Controls - Mortal Kombat X - Game Guide and Walkthrough

Throw.

Change the stance - Controls - Mortal Kombat X - Game Guide and Walkthrough

Change the stance.

If pressed simultaneously, they launch the X-Ray - Controls - Mortal Kombat X - Game Guide and Walkthrough

If pressed simultaneously, they launch the X-Ray.

Stamina Bar is right below the health bar and it consits of two bars - Stamina Meter - Mortal Kombat X - Game Guide and Walkthrough
  1. Stamina meter
  2. Health bar

Stamina Bar is right below the health bar and it consits of two bars. It is used up by specific actions, e.g. dash back (<,<) or run (>,>+block). Apart from your own, it is also a good idea to keep an eye on the opponent's Stamina meter, because as soon as it is empty, they will be unable to block your combo with a breaker. Below, you can find the list of moves that use up the bar:

Moves that use up one bar of the Stamina meter: Dash back (<,<), interacting with an element of the surroundings.

Moves that use up two bars of the Stamina meter: Breaker, X-Ray.

Using up the Stamina meter over time: After run is activated, the Stamina meter drops over time, until it is empty.

Super Meter (or EX bar) is a very important thing in Mortal Kombat X - Super Meter - Mortal Kombat X - Game Guide and Walkthrough

Super Meter (or EX bar) is a very important thing in Mortal Kombat X. Using it in the appropriate way, with consideration, may be the key to success. The meter has been divided into 3 bars and it can be used to perform special moves, such as:

Moves that use up one bar of the Meter: If you want to enhance one of your moves, you can use up one of the three bars, to do that. To enhance the move, press the block button at the same time as the button allotted to the attack, for example (<,>+1+Block). If you press the attack button, and the block in a sequence, nothing will happen.

Moves that use up two bars of the Meter: Two bars of the Meter are used up by the Breaker (> +Block). It is a good move, if you have been caught by the combo of te opponent. To use the breaker, you also need to keep an eye on the Stamina Bar under the health bar. You can use the breaker only if you have two sections of the bar. Also, you need both if you want ot use the Block Breaker (two Stamina and EX Meter bars).

Moves that use up three bars of the Meter: X-Ray moves, which deal immense damage.

Using the Meter requires some practice, because even if you decide to use up the entire meter on the X-Ray only, and the opponent manages to block it, you will be at a disadvantage. It is much better an idea to enhance your special moves to combine them into combos.

Restoring the Super Meter: you load up the Meter by taking damage, but you can also charge by attacking the opponent, while he is blocking. Some of the characters can also use a special move to regenerate the Meter. If your opponent is blocking your attacks, he takes less damage, but you regenerate your meter, in exchange. Sometimes, this is useful. Especially that if the opponent is blocking, he does not regenerate his meter. It is worthy pointing out that the FIRST attack in the round gives your character one bar of the Super Meter.

Now, we will focus on a very important issue, which is key to understanding the game's mechanics. What is the matter with the frames? If the game is fluent at the framerate of 60, the movement that has 30 frames, is only half a second long. One with 15 frames is only 1 of a second long, etc.

Start Up, i - The idea behind the frame system - Mortal Kombat X - Game Guide and Walkthrough

Start Up, i.e. the beginning of a given move has a specific number of frames -15, for example. This means that it requires 1 seconds before the blow is launched. The lower the value of this coefficient, the faster the move. If your Start Up is 17 frames long (just like in the case of the strike shown in the above screenshot), and the opponent's is 15 frames long, if you both attack at EXACTLY SAME MOMENT, your opponent's attack connects first, because of the faster animation.

Active - Means the length of time, during which the blow deals potential damage to the opponent. If the blow's value is 3, this means that the opponent takes damage nearly immediately after the animation.

Recover- Means the length of time required for the character to return to the neutral stance, i.e. one before the blow was landed.

Block Advantage - Penalty time that the opponent receives, after he has blocked your attack. This means that, after you make your move, you are incapable of doing anything, for some time. This is when your opponent can land his counterattack. If the value is negative, this means that the blocking fighter gets at an advantage, then, and it is him that can perform a counterattack. If the value is positive, the blocking fighter needs to remain in the defensive stance for longer, or he will take damage (rarely is this value positive).

Hit Advantage- This is the length of time that the opponent requires to return to the neutral stance, after they land a blow. If the value is high, this usually means that the opponent will be repelled or knocked to the ground.

Cancel - This is the length of time that you receive to make another move, after the current combo is cancelled, by performing another attack or combo.

It is a good idea to search for the moves with the lowest delay and with the lowest chance to be countered by the opponent. Some of the attacks may seem excellent, only because they deal high damage, but they are slow and expose you to the opponent's attack, before you can use them.

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.

In Mortal Kombat X, there is a separate button for throwing, thanks to which you do not need to press two punch buttons to do that. When you press the throw button, you always throw the opponent behind. If you want to perform a forward throw, you additionally need to press the > direction button. Throws can be interrupted, by pressing a punch or a kick button, depending on the direction. This may seem confusing, at first, but you can make things out. For example, if you are cornered by the opponent, he will rather not want to make things easier for you and throw you back towards the center of the arena. It requires a lot of practice, to interrupt throws and it requires appropriate timing.

The option to throw in both directions may be useful. Imagine that you are pressing the opponent against the wall. In such a situation, there is no point in throwing them back into the center of the arena so, it is better to throw them at the wall. On the other hand, if it is you that is pressed against the wall, throwing the opponent back (at the wall), puts them in a distadvantageous situation, because you change places.

You can grab the opponent and interrupt your own throw with Block - this wins you several extra frames to perform more moves. This way, you can confuse the opponent, a bit, who will then only be able to block. This effect is called Hit Stun - it prevents the opponent from landing their own blow.

What else needs attention, while blocking? If you crouch to avoid the opponent's throw, they will be unable to grab you (unless the specific character variant allows that). However, if you perform a crouching block, the throw will be performed - you need to pay attention to that.

In Mortal Kombat X, combos are quite difficult to pull out, because you first need to make sure that the opener (the initial blow) connected. One of the methods that you can use is jump and use the punch twice so, after you land, you can hit the opponent again and not let them defend, thanks to which the attack can be continued. After the first blow, the opponent will receive a considerable delay to the block. To perform a combo, timing is crucial. To connect individual attacks into a chain, it is necessary to stat the NEXT move BEFORE the previous one ends. For example, in the case of Scorpion's punch, punch, spear (2,2,<,>+2) combo, you need to perform the spear combination BEFORE the second punch connects. The best way to master this system is to practice it in the training mode. If you feel the appropriate rhythm and figure things out, it is going to be much easier.

The same goes for juggling - if you knock the opponent into the air (Neutral jump + 1), you can do with them, whatever you want. You then execute your combo on the inert opponent for free. It is worth pointing out that after you execute the juggle, you can grab the opponent in mid-air and perform a throw (if the current variant of your character allows that).

All of the attacks with the, so called, Capture State (immobilizing, dragging, etc.) are a bit different, when you use them again. This is to prevent you from dragging the opponent to yourself, over and over again, in the way that prevents them from doing anything. This way, you could form an endless combo, which would not make much sense. In such a case, e.g. if you use Scorpion's spear again, before the opponent regains control, your character uses high punch, which tosses the opponent into the center of the arena.

In Mortal Kombat X, there is Soft knockdown and Hard knockdown - Knock down - several notes on falling - Mortal Kombat X - Game Guide and Walkthrough

In Mortal Kombat X, there is Soft knockdown and Hard knockdown. Soft knockdown is when the opponent gets up immediately after falling, whereas the Hard knockdown is when getting up takes some more time. Also, you can delay the process of getting up, which prevents the opponent from executing a combo. You do that by holding down the down direction, at which point you note that your character is looking up, watches the situation, but does not stand up. Also, you can get up immediately, after a rollback (where your character rolls away from the opponent). To do this, immediately after you fall down, press the punch button. This comes in and while you are pressed against the wall. Normally, the opponent would grab you and perform a throw, but they are unable to do that, if you perform the roll. Also, you can get up with the "wake up" move, by pressing special move buttons + Block. This way, your character gets up and lands a blow.

In MK X, you can also use X-Ray special moves - X-Ray special techniques - Mortal Kombat X - Game Guide and Walkthrough

In MK X, you can also use X-Ray special moves. Thanks to this, you can observe, for several seconds, what happens to the opponent's body, when you deal your blows. To perform X-Ray, you need to fill up three Super Meter bars, which are then used up immediately after you launch the move. You perform X-Ray move by pressing Stance change + Block simultaneously. Each character has a unique X-Ray animation, which cannot be interrupted. If you manage to land X-Ray, you can expect to deal quite a damage, but you need to remember that X-Ray can be blocked or dodged with a jump. Not only does this leave you exposed to attacks, but also with your Super Meter empty, which may prove painful.

The developers of Mortal Kombat X made sure to keep the game diverse, so you can also complete many challenges, both in single-played and in versus. Also, the on-line mode has been added, thanks to which you can fight your way up the ranks and fight with more and more demanding opponents. However, before the fighting starts, let's take a look at the arenas that you are going to fight on. Design of each one of the arenas allows you to use elements of the surroundings, or items/people, to your own advantage. To do that, you simply need to get near the interactive item and press the interaction button. Below, you can find a full list of the available arenas, with descriptions.

Emperor's courtyard

1 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can bounce off rubble, thanks to which you jump over the opponent's head, behind his back.
  2. If the opponent is close to the statue, you can grab them and bang their head against the statue.
  3. You can pick up the shield and charge at the opponent to perform a shield bash.
  4. You can scatter the embers under te opponent's feet.
  5. Grab the board and smash the opponent.

Krossroads

2 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. At the right end of the arena, you can use the wall to bounce off and jump over the opponent, which will liberate you from a tight situation.
  2. You can bounce off this sharp rock and vault over the opponent.
  3. You can throw the skull at the opponent
  4. Grab the corpse and throw it at the opponent.

Jinsei Chamber

3 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. Smash the vase on the opponent.
  2. You can use the wall on the right end of the arena to escape.
  3. Another vase that you can smash on the opponent.
  4. If the opponent is close to the statue with the small fountain, you can hold their head under the water, for a moment, smash the basin with their head and toss them into the center of the arena.

Kuatan Jungle

4 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can hang down from the vines and land an aerial kick. You need to jump to use the vines.
  2. The single liana. Jump to use it and hang in the air, for a moment.
  3. If the opponent is close to this shrine, you can grab them and bang their head against the rocky structure, and toss them back into the center of the arena.
  4. Another vine that you can use for an aerial kick.
  5. You can bounce off the stone head to vault over the opponent.

Destroyed city

5 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. Bounce off the car to jump over the opponent.
  2. Grab the exhaust system and hit the opponent with it.
  3. You can throw the engine at the opponent.

Outworld marketplace

6 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can bounce off the back of this animal and vault over the opponent.
  2. The elderly lady can be used as a weapon. Grab her and throw her at the opponent
  3. If you find yourself pressed against the wall on the right, jump, bounce off the sunshade to get back to the center of the arena.
  4. You can throw the barrel.
  5. You can use the spit as a weapon.

Kove

7 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can bounce off these two stumps.
  2. You can throw the crate at the opponent and knock them down.
  3. Use the weight suspended on the chain to land a kick. You need to jump to use it.
  4. You can throw the barrel at the opponent
  5. Use the wall on the right side of the arena to bounce off and land in the center of the arena.

Refugee Kamp

8 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can use the wall to the right to escape.
  2. You can bounce off the car.
  3. You can escape, using the ladder, into the center of the arena but, you first need to jump, to use it.
  4. Use the wooden pole at the left end of the arena, to hit the opponent and deal considerable damage.

Quan Chi's Fortress

9 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can break the formalin jar against the opponent.
  2. You can use the huge hammer to hit the opponent.
  3. You can throw the lamp on the chest.
  4. You can use the chest itself, you bounce off.
  5. Use the candlestick to hit the opponent.

Dead woods

10 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. You can bounce off the tree trunk.
  2. You can use the branch to land two kicks.
  3. You can throw the log at the opponent.
  4. You can use the tree to escape, but you first need to jump for this to happen.
  5. You can use the branch on the left as a weapon.

Lin Kuei Palace

11 - Arenas - Mortal Kombat X - Game Guide and Walkthrough
  1. The right hand of the statue is holding a bowl of fire, which you can throw.
  2. The left hand of the statue is also holding a bowl of fire, which you can use as a weapon.
  3. You can bounce off the coffin (there are two coffins in the arena).
  4. You can bounce off the tree in the right part of the arena.
  5. Another bowl of fire which you can throw - it is at the left end of the arena. What is even more, you can also jump and bounce off the wall, here.

Training Chamber

This is the only chamber, where you need to play fair, because there are no elements, here, which you could use to your advantage - Arenas - Mortal Kombat X - Game Guide and Walkthrough

This is the only chamber, where you need to play fair, because there are no elements, here, which you could use to your advantage. You are all on your own here. To diversify the fight here, there are flatscreen TVs on the wall, where you can watch everything that is going on in the arena, in real time.

After you have familiarized yourself with the arenas, you now need to take the decision on which faction you want to join and for which beliefs to fight.

There are 5 factions to choose from, each with its own rules - Factions - Mortal Kombat X - Game Guide and Walkthrough

There are 5 factions to choose from, each with its own rules.

White Lotus- this is the secret order, started by Raiden, which unites all of the greatest martial artists. Their goal is to perfect their combat skills, thanks to which they will attempt for victory in the Mortal Kombat tournament.

Special Forces - this is a military faction. Its members formed a group which, using cutting-edge technologies, protect the Earthrealm from the Outworld invaders.

Brotherhood of Shadow - This faction serves the Elder God Shinnok. Their only goal is to wreak chaos among people and cause as much suffering as possible.

Black Dragon - The faction of mercenaries, who do not shrink from getting their hands dirty, even by doing the most atrocious of deeds. This faction is led by Kano.

Lin Kuei - The clan that follows the orders of Sub-Zero. Lin Kuei comprises of highly-trained assassins, whose domain is surprise attack.

Which faction you pick, affects your game. Each fight, each vitory or defeat means points for your faction. Also, each faction orders its members to perform specific tasks, such as fighting several fights with a given opponent, executing certain moves, etc. Members of factions also can use the, so called, Faction Kill finishers. It is a good idea to strive for points for your faction, because the global ranking is reset every week and the winning faction receives special rewards.

Single player

NetherRealm Studios made sure the single-player game is diverse and they did a good job at that. Apart from the story mode, you can also access various challenges, such as all sorts of towers that you need to reach the top of, by defeating successive opponents. Also, there are fight modifiers, all sorts of items that you can smash, as something to take your mind off fighting opponents, an excellent training mode and a completely revamped Krypt. You can be sure that there is plenty for you to do!

Versus mode

In each fighting game, there is a versus mode present, where two players play on the same screen - Game modes - Mortal Kombat X - Game Guide and Walkthrough

In each fighting game, there is a versus mode present, where two players play on the same screen. The same goest for this installment of Mortal Kombat. Two players can fight as characters that they pick, on the maps that they choose, both in the classic mode and with modifiers. Also, you can access the tower of tests, where you can compete by smashing harder and harder materials. Also, you can play the training mode in the versus mode, thanks to which you can test your skills with specific settings, not only against the AI. This mode is perfect for training before going online.

As for a fighting game, Mortal Kombat X features an interesting, and quite complex, tory mode. In this mode, you play as if you watched a movie, which may appeal to some. Additionally, there are several QTE sequences here, thanks to which you have control over what happens during the cutscenes.

You need to keep an eye on what is going on, on the screen, because you may be required, at some point, to act and you will have to tap appropriate buttons, which will affect the behavior of your character - Story mode - Mortal Kombat X - Game Guide and Walkthrough

You need to keep an eye on what is going on, on the screen, because you may be required, at some point, to act and you will have to tap appropriate buttons, which will affect the behavior of your character. The only thing that you can hold against the developers is that you can completely ignore the QTE sequences, because they do not affect the storyline. Your character, if left on their own, will simply be kicked around like a rag doll and cut up and then, will stand to the main battle anyways. The story mode has been divided into 12 chapters, where you play a different character in each. Also, there are several opponents to defeat, in each of the chapters.

Chapter 1 - Johnny Cage

Be careful because, at the very beginning, you will have to complete a QTE sequence (quick-time event) - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Be careful because, at the very beginning, you will have to complete a QTE sequence (quick-time event). Opponents to defeat: Scorpion, Sub-Zero, Jax, Shinnok.

Chapter 2 - Kotal Kahn

You start with the QTE - Story mode - Mortal Kombat X - Game Guide and Walkthrough

You start with the QTE. Opponents to defeat: Kano, Tanya, Rain, Mileena.

Chapter 3 - Sub-Zero

In this chapter, there is no QTE - Story mode - Mortal Kombat X - Game Guide and Walkthrough

In this chapter, there is no QTE. Opponents to defeat: Cassie Cage, Takeda Takahashi, Jacqui Briggs, Kung Jin.

Chapter 4 - Kung Jin.

Opponent to defeat: Erron Black - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponent to defeat: Erron Black. This is followed by a QTE and more opponents: Ferra/Torr, Raiden, Kotal Kahn.

Chapter 5 - Sonya Blade

Opponents to defeat: Scorpion, Jax, Quan Chi - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponents to defeat: Scorpion, Jax, Quan Chi. Then, a QTE and the last opponent: Kano.

Chapter 6 - D'Vorah

Opponent to defeat: Baraka, Rain, Tanya - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponent to defeat: Baraka, Rain, Tanya. Followed by a QTE and the last opponent: Mileena.

Chapter 7 - Takeda Takahashi

Opponent to defeat: Kenshi - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponent to defeat: Kenshi. The fight is followed by a QTE and the rest of the opponents: Reptile, Erron Black, Ermac.

Chapter 8 - Jax

Opponents to defeat: Kung Lao, Sindel, Kitana - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponents to defeat: Kung Lao, Sindel, Kitana. Then, a short QTE and the last opponent: Liu Kang.

Chapter 9 - Scorpion

You fight against: Sonya - Story mode - Mortal Kombat X - Game Guide and Walkthrough

You fight against: Sonya. A short QTE and the rest of the fights: Johny Cage, Sub-Zero, Quan Chi (this unlocks an alternative costume for Scorpion - Hanzo Hitachi).

Chapter 10 - Raiden

Opponents to defeat: Baraka, DVorah, Kung Lao, Liu Kang - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponents to defeat: Baraka, D'Vorah, Kung Lao, Liu Kang.

Chapter 11 - Jacqui Briggs

Opponents to defeat: Reptile, Ermac, Ferra/Torr, Kotal Kahn - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponents to defeat: Reptile, Ermac, Ferra/Torr, Kotal Kahn.

Chapter 12 - Cassie Cage

Opponents to defeat: Sindel, Kitana (this unlocks an alternative area Corrupted Sky Temple), DVorah (this unlocks an alternative area Corrupted Jinsei Temple), Corrupted Shinnok - Story mode - Mortal Kombat X - Game Guide and Walkthrough

Opponents to defeat: Sindel, Kitana (this unlocks an alternative area Corrupted Sky Temple), D'Vorah (this unlocks an alternative area Corrupted Jinsei Temple), Corrupted Shinnok.

This is where the story mode ends. After you have killed the last opponent, you unlock a new character - Shinnok. It is worth noting here that, if any of the fights seems too difficult to you, you can skip a given fight, by accessing game options.

In this mode, each player needs to defeat a specific number of opponents, one after another, or destroy various items. Each opponent that you defeat brings you closer to the top of the tower, up until to the final battle. The available towers are:

Classic

In here, you need to defeat 10 opponents - Towers - Mortal Kombat X - Game Guide and Walkthrough

In here, you need to defeat 10 opponents. In the event of a failure, you can continue the game 3 times. The final boss here is Shinnok, but he does not obey the rules of fair play, because you will have to fight one more, final, round, after you win the customary 2. This is when Shinnok takes on the stronger form of Corrupted Shinnok that you have seen in the story mode. In the final round, his attacks are much stronger and the strength of your attacks is decreased. After you complete the Tower, you can unlock additional items, such as, e.g. Skinny.

Test Your Luck

Thereare 7 opponents to defeat here - Towers - Mortal Kombat X - Game Guide and Walkthrough

Thereare 7 opponents to defeat here. But to make things more interesting, you start fights with random modifiers active (not always do they affect you in the positive way!). In the first battle, you receive 1 modifier only, 2 in the next one and so forth. At the very end, you need to fight with, as many as, 7 modifiers active on you, and some of the effects may be doubled!

Among the modifiers that you will have to struggle against are: slow start, constant bleeding, earthquakes, which knock you off balance, bombs dropping onto the arena, rockets, deadly rays, disabled Super Meter and X-Ray - Towers - Mortal Kombat X - Game Guide and Walkthrough

Among the modifiers that you will have to struggle against are: slow start, constant bleeding, earthquakes, which knock you off balance, bombs dropping onto the arena, rockets, deadly rays, disabled Super Meter and X-Ray. You need to keep in mind that the majority of the modifiers may be drawn by one character only, which may make your plight the more difficult to bear (depending on which side of the fence you are on).

Test Your Might

Do rozbicia masz 10 coraz to wytrzymalszych przedmiotw - Towers - Mortal Kombat X - Game Guide and Walkthrough

Do rozbicia masz 10 coraz to wytrzymalszych przedmiotw. Zaczynasz od zwyklej deski, a pzniej musisz zmagac sie z twardszymi przeszkodami, jak np. grube klody, kamienne plyty itd. Na samym koncu masz do rozbicia najtrwalszy przedmiot - Figurke z Tytanu.

If you compare the first obstacle (on the left) with the last one (on the right) you note the changing difficulty - Towers - Mortal Kombat X - Game Guide and Walkthrough

If you compare the first obstacle (on the left) with the last one (on the right) you note the changing difficulty. The point is to press the appropriate button, at the right moment. The bright halo keeps nearing the center of the bigger circle and, when it gets inside the smaller one, it turns green, which is the best moment to press the button. In the case of the first challenge, the radius of the circle is long, where as it is very short in the case of the last one.

Endless

In this tower, you can find out how many opponents you can defeat, before you lose - Towers - Mortal Kombat X - Game Guide and Walkthrough

In this tower, you can find out how many opponents you can defeat, before you lose. It is impossible to continue playing here, once you are defeated.

Survivor

Your task here is to survive a succession of fights WITHOUT health regeneration between the individual fights - Towers - Mortal Kombat X - Game Guide and Walkthrough

Your task here is to survive a succession of fights WITHOUT health regeneration between the individual fights. It needs to be pointed out that you only need to win one round, here. If you do well with duels and you sport interesting techniques, you can be rewarded with a bonus of health regeneration.

The mode, in which you fight as a character that you pick - Single Fight/ Test Your Luck - Mortal Kombat X - Game Guide and Walkthrough

Single fight

The mode, in which you fight as a character that you pick. After you defeat the opponent. You can pick another one and fight again.

Test Your Luck

You fight a single fight with random modifiers. It may be useful to test your skills this way, because, the better you do against opponents, while bleeding constantly, or without special moves, the more chance you stand in a regular fight! This mode may be a lot of fun and it is perfect for playing with your friends.

Training is a mode that should be picked by every beginner to Mortal Kombat, although experienced players may also find something for themselves, here. Training mode has been divided as follows:

Tutorial

Tutorial shows you the basics of controlling the character, using special moves, forming combos and using advanced techniques - Training - Mortal Kombat X - Game Guide and Walkthrough

Tutorial shows you the basics of controlling the character, using special moves, forming combos and using advanced techniques. On the screen, you can always see the sequence to input. After you perform the task correctly, you progress on to the next task.

Fatality Training

As the name suggests, you practice Fatalities here - Training - Mortal Kombat X - Game Guide and Walkthrough

As the name suggests, you practice Fatalities here. Just like in the case of the Tutorial mode, the sequence is displayed on the screen. All of the fatalities should be performed while keeping the right distance so, on the ground, a green rectangle is displayed, which represents the area in which your character should be standing, for the technique to be performed.

General Training

In this variant, you are free to do whatever you please! You pick the character, the opponent and the arena you like. There is a plethora of training options, so you can set infinite Super Meter, behavior of the AI opponent, the variant of your character, you can look up combos and many more!

In options, you can also learn additional information on the attacks of the individual characters - Training - Mortal Kombat X - Game Guide and Walkthrough

In options, you can also learn additional information on the attacks of the individual characters. This lists basic moves, combos, special moves, finishers (Fatality, Brutality), as well as character variants. It is time well spent, training and learning combat capabilities of the character that you want to play as.

Krypt is a gloomy place, which you explore in the first-person perspective - Krypt - Mortal Kombat X - Game Guide and Walkthrough

Krypt is a gloomy place, which you explore in the first-person perspective. Here, you find cemeteries, spider holes, tombs, temples and other locations, which look as if they were a part of a horror movie set. In each of the locations, you find tombs, corpses and others, which hold rewards.

The first tomb is free to open and there, you receive 5000 Koins, but you need to pay for each successive one - Krypt - Mortal Kombat X - Game Guide and Walkthrough

The first tomb is free to open and there, you receive 5000 Koins, but you need to pay for each successive one. What do you find inside? Alternative character costumes, koins, finishers: Fatality and Brutality, concept art, icons and new weapons that can be used in fight. What is interestine, in each location, you can find mysterious chests that appear in front of you, out of a sudden.

The chests appear at the specific time and in specific places, so you are sure to find some, while exploring the Krypt - Krypt - Mortal Kombat X - Game Guide and Walkthrough

The chests appear at the specific time and in specific places, so you are sure to find some, while exploring the Krypt. Inside, you can find more collectibles. However, watch your step, because you can encounter an opponent, if you change your direction of movement!

The great black wolf, or a giant spider jumpin out of nowhere can be quite a scare - Krypt - Mortal Kombat X - Game Guide and Walkthrough

The great black wolf, or a giant spider jumpin out of nowhere can be quite a scare! To defeat the opponent, you need to press the displayed button. If you succeed, you win 500 koins.

For easier navigation, apart from the compass in the bottom-left corner, you also receive a map - Krypt - Mortal Kombat X - Game Guide and Walkthrough

For easier navigation, apart from the compass in the bottom-left corner, you also receive a map. Thanks to the map, it is easy to find out where you are, at any moment. If you get lost, you can return to the krypt entrance immediately and take another path.

The online mode is where the real fun starts - In the web - Mortal Kombat X - Game Guide and Walkthrough

The online mode is where the real fun starts! As a matter of fact, it is here that you put your skills to test and where you perfect your technique. You can play with players from all around the world and for the fights that you win, you receive points, thanks to which you fgo up in the ranks. The players are matched basing on similar level. The online mode offers many variants. Team Battle, as a matter of fact, a different variant of 1 on 1 mode. Each player is allotted an opponent and they have to handle the opponent, for the entire team to win.

At your disposal, you have various rooms, where you meet players that expect a specific type of fight - In the web - Mortal Kombat X - Game Guide and Walkthrough

At your disposal, you have various rooms, where you meet players that expect a specific type of fight. And so, in here, you can find faction rooms, or private rooms, started by people that want to find players from a specific country, or ones with specific skills. One thing is certain here - you never run out of opponents.

In Mortal Kombat X each of the characters has a set of unique special moves - Characters and combos - Mortal Kombat X - Game Guide and Walkthrough

In Mortal Kombat X each of the characters has a set of unique special moves. They range from projectiles, through throws, slides to other abilities. Each of the characters has three different variants and, apart from the abovementioned special abilities, that also receive completely different moves. Below, you can find a list of available characters, along with their special moves and their variants. Also, you can view example combos here.

Legend

Symbol

Description

1

Front Punch

2

Back Punch

3

Front Kick

4

Back Kick

>

Move forward

<

Move back

V

Down/crouch

U

Up

>>

Dash forward

T

Throw

J

Jump/Neutral jump

JU/F

Jump Up/Forward

Run

Run towards the opponent

B

Block

Scorpion is a returning character and he is not too difficult to figure out, so he is recommended for the players, who are new to the MK franchise - Scorpion - Mortal Kombat X - Game Guide and Walkthrough

Scorpion is a returning character and he is not too difficult to figure out, so he is recommended for the players, who are new to the MK franchise. Scorpion is very mobile, thanks to his teleport behind the back of the opponent. His universal initial combination is a good way to start a combo. Also, he has quite good immobilizing capabilities (capture state) which makes it easier for him to start a combo.

Special moves

Teleport

v,<+3

Scorpion's piece de resistance, who teleports behind the back of the opponent and can land a kick immediately. If the opponent blocks the teleport, they gain several frames to punish you but, if you surprise the opponent while they are shooting a projectile, in the majority of cases, you will be successful. The teleport's EX version allows you to land your attack immediately, if the first blow connected (it does not knock the opponent away). Both of the actions can be performed in mid-air and on the ground. Also, both can be canceled, by holding down the < button, or down right after the teleportation starts. . Holding down the < button makes Scorpion teleport farther, whereas down teleports you behind the opponent's back, but does not land the blow.

Spear

<,>+1

Another brand move by Scorpion, which he received in the first installment of the game. The spear on chain plunges into the opponent and Scorpion drags the opponent, which allows him to continue the attack. If the opponent blocks the spear, you can be punished for that, because it takes some time before your character regains his composure. The EX version is safer, because you do not lose that many frames, if you fail, although you can still be punished, if the opponent dodges it. If the first, enhanced spear connects, you can use the same attack again, to deal more damage and, additionally, stun the opponent, instead of dragging him.

Takedown

<,>+4

Leg sweep. You can use it to end your combos with or, in the EX version, to deal additional damage and gain armor.

Character variants

Ninjitsu: Scorpion now has two swords that he can slash with, quickly. What is even more, while performing an upward slash, the range of the attack is longer and, additionally, it knocks the opponent into the air.

Hellfire: Scorpion can now use fireballs and also, enclose the opponent in flames, for some time (unblockable!). Additionally, he can surround himself with flames, which deals damage to the opponent, if he is standing too close. At the same time, it is worth noting that if the aura of flames is activated close to the opponent, damage dealt is quite considerable and, by blocking the blows, he will receive additional damage over time.

Inferno: Inarguably, a character good for zoning. Scorpion may summon a creature that attacks your opponent with an over head attack, or from behind (high). What is even more, Scorpion may also summon an infernal monster, which keeps the opponent put in one spot (low, capture state).

Combos

Scorpion Inferno

214, Teleport(v,<+3), 21, Grab(v,<+4), JU/F+1, 21, Spear(<,>+1), JU/F1, F+4, EX Spear (<,>+1+B)

J2, 214, Teleport(v,<+3), 2,1, Grab(v,<+4), J2, 21, Spear(<,>+1), J2, 214, EX Teleport(v,<+3+B), J4, Teleport(v,<+3).

J2, 214, Teleport(v,<+3), 2,1, Grab(v,<+4), J2, >+4, Spear(<,>+1), J2, 2,1, X-Ray

Scorpion Hellfire

J2, >+4, Flame Aura(v,<+4), 2,1,4, Teleport(v,<+3), 2,1, Spear(<,>+1), J2, 2,1,4, EX Teleport(v,<+3+Block), J4, Teleport(v,<+3).

214, Teleport(v,<+3), 21, Spear(<,>+1), JU/F+1, 21, Flame Aura(v,<+4), >+4, EX Spear (<,>+1+B)

Scorpion Ninjutsu

214, Teleport(v,<+3), 21, Spear(<,>+1), JU/F+1, 214, Teleport(v,<+3)

>+2, >+2, Spear(<,>+1), J2, J4, Teleport(v,<+3), 2,1,4, Teleport(v,<+3).

214, Spear(<,>+1), J1, JU/F+1, Air Teleport(v,<+3), 212

Fatality

v, <, >, 2 (Mid-Screen)

v, <, >, J (Mid-Screen)

Brutality

You need to have more than 50% health left and you can finish of the opponent with a doubly enhanced spear: <,>+1+Block and you need to follow that with Block)

Sub-Zero is one of the stronger characters in MK X - Sub-Zero - Mortal Kombat X - Game Guide and Walkthrough

Sub-Zero is one of the stronger characters in MK X. depending on the variant, he may either be used as a defensive or offensive character, but his weak point is security. You often need to take risk and using the ice ball correctly is key to succeeding.

Special moves

Ice Burst

v,<+1

An ice discharge, which you can use to repel the opponent. It is worth pointing out, here, that it is a good attack to use against a jumping opponent. Unfortunately, it is quite slow and often, you can take damage if you fail to time it well.

Ice Ball

v,>+2

Sub-Zero's brand attack. He fires a ball of ice which, after it connects, freezes the opponent for a moment, which allows you to land a safe attack. In the EX version, the attack is much faster. If you are far away from the opponent, you can always use slide to cut the distance short. If you are close, it is a good idea to start a juggle (NJ+1) or a combo (4,2,4), or 3 fast kicks (>3,3,3), which also are good for dealing damage. The most important thing is not to be afraid to approach the opponent and attack him, because it is counter-productive to waste the capture state of the frozen opponent.

Slide

<,>+4

Yet another one of Sub-Zero's classic moves. A quick attack on the opponent's legs, which may additionally gain you quite a distance. Slide may be used to get under projectiles towards the upper body. The EX version launches the opponent into the air and Sub-Zero launches another projectile, at the opponent, after they travel to the other end of the screen. If you play as Grandmaster Sub-Zero, you can leave a clone, use slide in the EX version and after they are knocked into the air, the opponent lands on the clone, which freezes them.

Character variants

Cryomancer: Sub-Zero can use ice weapons: hammer and sword.

Overhead and drives the opponent into the ground (in the EX version, after the slam into the ground, the opponent bounces off and flies into the air). The sword is used for mid attacks and it launches the opponent into the air. Also, Sub-Zero may jump into the air and use the weapon to hit the opponent (overhead).

Unbreakable: Frozen Aura protects the character from taking cheap damage (blocked damage). Thanks to this, you can hold guard up, without losing health. In the EX version, you take less damage from the opponent's attacks. Barrier of Frost is another special move that blocks anything sent your way: a fire ball, a spear, a knife etc.

Grandmaster: The best special move of this version is the ice clone. Sub-Zero jumps back and leaves an ice clone. If the opponent walks into the clone, they are frozen. Also, you can throw your ice clone at the opponent, or smash it into smithereens, which may also damage the opponent, if they are close enough. Also, Sub-Zero can slam the ground with a fist of ice (mid) which forms a small spray and also launches the opponent into the air. The clone is very good for restricting space. It is a kind of a mark that cannot be crossed by the opponent. The clone can be used near the wall, if the opponent is cornered. You form a clone in front of them and there is no way for them to free themselves from such a trap. If you form a clone and grab the opponent, they will be thrown into the clone and are frozen. Also, the clone blocks any sort of projectiles, which makes it fall apart.

Combos

1,1, Ice Ball(v,>+2), J1, <+2, Run, >+4,2,1+3

1,1, Ice Ball(v,>+2), J1, <+1,2, X-Ray

Sub Zero Cyromancer

<3,3, EX Frost Hammer(v,<+2), J+1, Ice Ball(v,>+2), J+1, >+4,1+2

<+2, <+2, <+1,2, EX Ice Ball(v,>+2+B), J+1, >+4,3, 1+2

<2, <2, <+12, EX Ice Ball(v,>+2), J+1, >+43, 1+2

Sub Zero Grandmaster

<+12, Ice Ball, 242, 123, Slide(<,>+4)

(W rogu) <33, Ice Ball, 242, J+1, JU/F+1, J+3

Sub Zero Unbreakable

<12, Ice Ball(v,>+2), 242, 123, Slide(<,>+4)

(W rogu) <12, Ice Ball, 242, J+1, >42, 1+3

Fatality

<, > ,v, <, 4 (Close)

v, <, v, >, 4 (Close)

Brutality<br><br>You need more than 40 seconds left. Freeze the opponent and use EX Ice Ball, at the maximum distance.

A specific character with long ranged attacks, due to her additional limbs springing out of her body, while landing strikes - DVorah - Mortal Kombat X - Game Guide and Walkthrough

A specific character with long ranged attacks, due to her additional limbs springing out of her body, while landing strikes. D'Vorah is very versatile, when it comes to keeping the opponent in the air, with juggling. Also, she can deal some damage to the downed opponent.

Special moves

Spawning Pool

v,<+1

D'Vorah releases mucus from her palms, which soaks into the ground and resurfaces in front of the opponent. This makes the opponent use a crouching block, which you can use for an overhead attack. It is a good idea to use this attack when the opponent is dropping to the ground, which exerts additional pressure. Spawning Pool is present in th emajority of combos of this character.

Air Throw

v+throw (in mid-air)

D'Vorah may perform an air throw, which is perfect for ending the (<-+1,2) combo. You can throw the opponent to the right or to the left, depending on which direction you press, after you grab the opponent.

Ovipositor Charge

v,<+4

D'Vorah uses her additional limbs to attack the opponent quickly. It is a nice Finisher for combos and, additionally, it tosses the opponent to the ground, thanks to which you can end it with Spawning Pool and make the opponent block.

Character variants

Swarm Queen: D'Vorah can use the help of wasps or bugs. Wasps stun the opponent for a moment, and bugs stun for much longer, thanks to which you can easily start a combo. In this version, Spawning Pool has been replaced with Vortex Swarm, which adds capture state and keeps the opponent in the air, which is a nice combo opener, or may be used to connect one combo with another.

Brood Mother: D'Vorah may use projectiles, or bugs sent towards the opponent. The EX version releases two bugs. Also, D'Vorah may throw a bug onto the ground (Krawler), which head forward and deals damage low. It is perfect for attacking opponent that is dropping onto the ground, or as a combo opener.

Venomous: In this version, there is an additional function to D'Vorah's attacks - poisoning. Thanks to this, the opponent takes additional damage over time, after they are hit with one of the limbs. What is even more, the poisoning effect can be stacked! The more blows you land, the higher the dmg over time. The "bug projectile" is replaced with a spray that deals constant damage and stuns the opponent, temporarily. It is worth noting here that, in the spray's EX version, if the opponent takes it all on the block, you receive back 3 of the EX meter! There also is the re-stand function of the spray. Another important point is that D'Vorah can launch X-Ray in mid-air.

Combos

>3,4, 1, >4,4, Ovipositor Charge(v,<+4)

>4,4, >3,4, 1,1,2, Ovipositor Charge(v,<+4)

>3,4, 1, >4,4, X-Ray

Swarm Queen

212, Vortex Swarm, J1, >34, v1, Ovipositor Charge(,v,<+4)

Venomous

212, Bug Burst(v,<+1), Run, <12, Forward Airthrow(v1+3

Fatality

<, >, <, 3 (Mid-Screen)

>, <, >, 2 (Close)

Brutality

During the fight, start a 4 strike combo, ended with Backward Air Throw (in mid-air (v+T,<).

Erron Black has all that can be expected from a decent fighter - Erron Black - Mortal Kombat X - Game Guide and Walkthrough

Erron Black has all that can be expected from a decent fighter. He can keep the opponent at a distance, with his guns, or with caltrops, his attacks have quite a range, several dirty tricks (blinding, stunning) and many more. Depending on your variant, the playing style is a bit different.

Special moves

Sand Grenade

<,>+3

You can either throw a close grenade (you need to hold < down), into the center of the arena (default use) or at the other end of the arena (you need to hold > down). The sand grenade is a quick low attack that you can use to add damage to a combo, when the opponent is dropping to the ground. The EX additionally knocks the opponent into the air, thanks to which you can start a juggle.

Caltrops

v,<+3

Erron Black can use caltrops that deal damage over time, if the opponent is standing on the spikes. What is interesting, the opponent cannot run over caltrops and simply stops in mid-run! The EX doubles damage dealt by caltrops. This well harmonizes with combos, or can be used while fighting in the corner, when you make the opponent block. By standing on caltrops, he will take more damage.

Sand Slide

<,>+4

A slide with quite quick animation and a longer range. Erron attacks the legs, so the attack goes as a low one. After a successful slide, EX adds a gunshot. You can use slide for combos, instead of the Sand Grenade.

Sand Gust

v,<+4

The move that knocks away the jumping opponent. If successful, you can follow iut with slide, which makes it a short combo.

Sand Trap

v,<,>+2

An unblockable grab. Erron Black grabs the opponent and empties the gun at them.

Character variants

Gunslinger: The version that packs the most weapons. Here, he can use sand grenades, among others, which he can throw across the entire arena and knock down the opponent. The EX version is much faster and additionally, it launches the opponent into the air (Money Shot) has a very long range, because it can be used at 3 different distances. It can reach across the entire screen.

Erron can also use his special shooting stance, in which various shooting variants can be used, e.g. anti-air, zoning, low.

Outlaw: In this version, Erron Black uses katana. The sword considerably expands his combat abilities and extends his range, thanks to which you can form quite good combos. What is interesting, Erron gains an additional "throw", where he stabs the opponent with his katana, thanks to which the opponent takes damage over time, for some time. If you combine this with caltrops, you can deal quite a damage.

Marksman: The zoning Erron Black. In this version, Erron uses sniper rifle. When he kneels down, he fires middle shoots and knocks the opponent away. While shooting in the standing position (a burst of 3 shots), he deals damage High. Erron can also attack the opponent with the butt of his rifle, which provides him with quite a range and launches the opponent into the air.

Sample Combos

112, Run Cancel, 211, 22

<3,2, U+1, >2, Sand Trap(v,<,>+2)

Outlaw

>12, Sand Toss(v,<+4), <32, U1, J+1, >12 - Sand Trap (v,<,>+2)

Fatality

v, <, >, v, 1 (Mid-Screen)

<, >, <, >, 2 (Full Screen)

Brutality

Kill the opponent with the basic throw and hold down the > button, during the animation.

This character is specific in that there are two of him, instead of one - Ferra/Torr - Mortal Kombat X - Game Guide and Walkthrough

This character is specific in that there are two of him, instead of one. Ferra is the small girl on the back of the beefcake - Torr. The big guy can execute a series of moves, where he hurls the girl, or uses her to hit the opponent. A strange tactic, yet effective.

Special moves

Bowl Girl

<,>+2

Torr hurls Ferra, who rolls across the entire arena and connects low. You can use this attack to end a combo. You need to keep in mind that, if you throw Ferra, it takes some time for her to mount Tor and, over that time, you will be able to use their combined attacks.

Ferra Toss

v,<+2

An overhead attack, which can be used over shorter or longer distance. If you want to play it over short distance, hold down <, after you enter the sequence. If you want to play it over a longer distance, hold > down , after you enter the sequence. You can use this move to end a combo.

Tuck 'n' Charge

<,>+3

A combination that initiates a mini-combo, because Torr first slams the opponent overhead, and then charges at them and pushes towards the other end of the arena. As for the EX version, it can be used in two ways. You can enhance the first part, i.e. the overhead attack, which cannot be interrupted with a regular attack, or enhance the charge, to deal additional damage.

Deep Stab

v,<,>+1

A grab, which can be used even on a blocking opponent. It is impossible to continue combo after this move, but the grab itself has quite a range, so it can surprise the opponent.

Character variants

Ruthless: In this variant, you receive an overhead attack, which can be launched at three different distances, even across the entire arena! Neutral jump, with the attack has an immense range, thanks to which you can start a juggle while standing within a considerable distance of the opponent. Ferra/Torr may also deal damage at the cost of a small amount of their own health (v,v+2). This buff can be stacked 3 times so, you lose 15% of your health, but instead of an attack that used to deal, e.g. 7% damage, you now deal more than 15% so, this provides you with a decent bonus. Additionally, if you use it for a combo, it turns out that you deal decent damage. A long range grab.

Vicious: This variant is not too much different from the previous one. In fact, you receive two new moves. The first one is the Ferra toss towards the opponent, who then starts to stab them with blades. What is even more, if the opponent throws a projectile at the moment, Ferra ignores it and reaches her target anyway! The second difference is that the range of the grab is limited and it is much slower. What is even more, the grab is now interactive so, it requires you to choose attacks.

Lackey: This variant is the greatest alteration - Torr fights without Ferra on the back. She is now staying around and watching the fight. Due to this, Torr's range is not that long, anymore. The range of the grab is long again and it harmonizes well with low punch (v+2) as an opener + grab. Torr also gains a charge (<,>+4), which knocks the opponent down. The interesting thing is that you can neutralize the opponent's projectiles with the charge, and push towards the opponent. Another special move is leg sweep - Torr curls up and rolls towards the opponent. What is interesting, this move hits Mid instead of Low, contrary to what may be apparent. The range of the EX version is much longer. The last special move is shyrjuken! Torr jumps into the air, with his fist extended, and hits the opponent. It is perfect as an anti-air move. What is more, the EX version additionally provides ground bounce thanks to which you can continue into a combo.

Combos

JU/F+1, <+212+4, >+2, <+121, <,>+3

<212+4, >24, X-Ray

Vicious

<23, 2+4, <121, Boss Toss(<,>+4)

Ruthless

<23, 2+4, <121, Deep Stab(v,<,>+1)

Fatality<br><br>>, <, >, <, 3 (Close)

v, <, >, <, < (Mid-Screen)

Brutality<br><br>During the fight, perform run, at least 3 times, kill the opponent with the charge (<,>+3) and hold down > during the animation.

Goro is a character that can exert continuous pressure on the opponent - Goro - Mortal Kombat X - Game Guide and Walkthrough

Goro is a character that can exert continuous pressure on the opponent. Depending on his variant, you can either throw numerous fireballs or cut opponents up with knives. Goro can deal a lot of damage and his grand slam can reach the opponent standing far away, or down on the ground.

Special moves

Shokan Bolt

<,>+1<br><br>Goro can launch a fireball that connects High so, you can crouch to avoid taking damage. It is a good move at a long distance to make the opponent hold block. Thanks to this, you can dash towards them, quickly.

Punch Walk

<,>+4

Arguably, the best special move, out of Goro's entire array. It deals quite a damage and the attacks are quick. If the opponent fails to block, at least, one of them, you can continue to combo. The EX version additionally launches the opponent into the air, thanks to which you can start a juggle. This move can be used to end the majority of combos.

Shokan Grab

v,<,>+3

Goro grabs the opponent (it cannot be stopped by a block) and starts slamming them with fists. This move can be used to grab the opponent in mid-air, but it requires a bit of practice. The EX version cannot be interrupted and it deals a bit more damage.

Stomp

v,U

Goro jumps into the air and drops onto the opponent. This move is unblockable. To avoid it, you either need to dash forward, or hit Goro while he is dropping. The EX version also deals damage when Goro is going up (next to the opponent). Also, you can use this move when the opponent is down on the ground, to jump onto them, which deals additional damage.

Character variants

Kuatan Warrior: Goro can charge at the opponent, but this is not too effective. It is much better to use ground bounce, which is effective across the entire screen and is unblockable! This attack is very quick, it deals damage 2 times and knocks the opponent down. The EX version is faster, it deals more damage, and it keeps the opponent up on their feet, thanks to which you can combine it with another move.

Dragon Fangs: In this version, Goro uses spiked gauntlets for landing blows. Also, he receives a command grab which is followed by a stab and he throws the opponent away. The range is decent and the EX version, additionally, drives the opponent into the ground and launches them into the air.

Tigrar Fury: Goro can fire all sorts of projectiles from his mouth. When fired towards the opponent, the fireballs connect High (even in the EX version, but then, Goro fires 3 of them, instead of 1). Goro can also spit the fireballs towards the opponent's legs, at which point they hit Low (the EX version launches the opponent into the air). Goro can also belch fire (Mid), and he turns into a flamethrower, in the EX version.

Combos

<12, U+2, >+2, 22+4

Kuatan Warrior

<2, >3, EX version Punch Walk(<,>+4+B), 121, Chest Lunge(<,>+2)

Fatality

<, >, v, 4 (Close)

<, v, <v, U (Close)

Brutality

Win a fight in 2 rounds and kill the opponent with Shokan Grab (v,<,>+3) or Shokan Slam (v,<,>+3+B), while holding down >, during the animation.

Kano is a very fast character that is capable of forming powerful combos that do not allow the opponent a moments rest (especially in the cutthroat version) - Kano - Mortal Kombat X - Game Guide and Walkthrough

Kano is a very fast character that is capable of forming powerful combos that do not allow the opponent a moment's rest (especially in the cutthroat version). He has a good command throw, which can be included in combos, and his projectiles are very fast, which makes them difficult to get through.

Special moves

Kano Ball

<,>+3

Kano's classic move. He curls up and crosses the arena to hit the opponent like a cannon ball. If performed at a longer distance, it hits once and, at a short distance, twice. The EX version of this move cannot be interrupted by the opponent's move. In this version, you can stop Kano in one position (R2), or have him roll forward. However, this attack is not that safe against the opponent's block and it is often punished so, try to use it at the end of a combo.

Air Ball

<,>+3 (in mid-air)

Similar to Kano Ball, with the exception that it is performed in mid-air and is ended with a low kick, after Kano lands. It can be used if Kano is in mid-air and you see the opportunity to punish the opponent for using a projectile.

Up Ball

v,<+2

Another variant of the Kano Ball. This time, as an anti-air attack. It is very quick, so you can quickly use it against the opponent's jump into the air. Just like in the case of the Kano Ball, it hits once, at a longer distance, and twice at a short distance. It comes in handy, during combos and attacks near the wall.

Blade Throw

v,>+2

Kano can use his throwing knives. It is a very quick move, which you can use to spam the opponent with a multitude of projectiles. As is usually the case, the projectiles can be dodged but, due to the high speed of the move, this may be difficult. In the EX version, Kano throws two knives, instead of one. One of them hits high, and the other mid, so you cannot dodge them.

Character variants

Cutthroat: Kano can do a wide variety of things with his knives. (Back + 1 ) is a good overhead that is easy to include into combos (back+1,2,1). Another interesting move is the (forward+2,1,2) combo that knocks the opponent down and can be repeated, before the opponent drops to the ground, or initiate a juggle. Additionally, Kano gains the Power Up move, thanks to which he deals more damage, for the duration of this effect, but it comes at a cost of 15% of health over time! It is a bargain. Blade slice is another interesting move that you can use for combos.

Cybernetic: The cybernetic Kano can use his laser eye. The laser beam can be used over the ground or into the air, as an anti air, or as a last element in a combo/juggle. The useful combos are (back+2,3,1+3) and (forward+3,2+4).

Commando: In this variant, Kano gains a throw for the end of the 3,2,1+3, >3,2 combo. The strange thing is that the throw can be blocked. This seems to be against logic, but this seems to have been the idea. Kano receives the interesting Choke (v,>+1). The EX version of the Choke deals more damage and lets you grab the opponent in mid-air, which is followed by a throw. The Low Kounter (v, <+3) and High Kounter (v, <+1) counter all of the high/mid and low attacks. Rib Strike (v, <, >+4) and Power Slam (v,>, <+4) are unblockable throws.

Combos

Cutthroat

<32, EX version Blade Slice(v,<+1+B), J+1, >21, Kano Ball(<,>+3)

Cybernetic

<+3,1, Eye Burst(v,<+1), Back+2,3, Kano Ball(<,>+3)

1,1,2, Eye Burst(v,<+1), <+3,1, Kano Ball(<,>+3)

Fatality

v, >, v, <, 3 (Close)

v, v, >, 1 (Full Screen)

Brutality

Kill the opponent with Kano Ball from the air, but the move needs to encounter a block, and the opponent needs to die with cheap damage.

A character focused on controlling the course of fight and on keeping the opponent at bay - Kitana - Mortal Kombat X - Game Guide and Walkthrough

A character focused on controlling the course of fight and on keeping the opponent at bay. She has unique moves that can hold the opponent down and win her quite a lot of time to start her attack. Hit and run is her brand style! However, she is not that easy to master.

Special moves

Rising Fan

V,<+2

Kitana jumps into the air and deals Mid damage. In the EX version, she jumps much higher and hits twice. The attack is very quick, so it is perfect as an anti-air. Unfortunately, you cannot continue attacking, after this move.

Throat Slice

<,>+3

Kitana jumps onto the opponent and, if it is not blocked, she clings to them, deals damage and jumps away. The EX version deals a bit more damage, but neither of them is safe against a block.

Fan Throw

V,>+1

A standard fan throw, which can also be performed in mid-air. The fan hits High so, you can crouch to dodge it. In the EX version, Kitana throws two fans, both of them High. The attack is useful near the corner, because the opponent remains in the air for long enough or the attack to be continued.

Upraise

V,<+4

Kitana's classic move, where she keeps the opponent up in the air, which makes it easier for her to start a juggle. Use this move during combos, e.g. after a jump punch, because it can be easily blocked, otherwise, and you will be punished. The EX version keeps the opponent up in the air for longer.

Air Float

V,<+2 (in mid-air)

This move stops Kitana in mid-air, during a jump. If you took an ill-aimed jump, or the opponent is getting ready with an anti-air move, you can simply stop and avoid the blow. After you stop, you can attack or throw the fan.

Character variants

Royal Storm: Kitana gains the ability of dashing towards the opponent to deal quite high damage. This dash does not cross the entire screen, so you need to aim it properly. This move can also be performed in mid-air. Square Wave is an excellent capture state move, which can be used as a combo opener - Kitana forms a whirlwind that lifts the opponent. Also, Kitana can form whirlwinds that reflect opponent's projectiles. What is interesting, after being reflected, projectiles return to the opponent and may deal damage.

Assassin: Kitana becomes an actual assassin, thanks to which she can run towards the opponent and attack their head with daggers. Also, Kitana is capable of blocking the opponent's attack, seize it and counter it. Also, she has a move that enhances her fan attacks.

Mournful: In this version, Kitana can throw her weapons at the opponent, both while standing and while in mid-air (the EX version deals double the damage, because the weapon returns to kitana, after it penetrates the opponent). What is interesting, Kitana can now use a staff as a weapon, thanks to which she utilizes interesting kicks, as well as the staff grab - she jabs the staff into the opponent and tosses them against the ground (in the EX version, she jabs the staff into the opponent, pouts it in an upright position and lands an additional blow).

Combos

Royal Storm

>22, Fan Nado(v,<+1), J+1, JU/F+1, Fan Throw(v,>+1), Fan Throw(v,>+1), Run, >22, Throat Slice(v,>+3)

Assassin

>112, Fan Throw(v,>+1), >,>, J+3, Fan Throw(v,>+1), Run, >43, 1, Assassin Strike (v,<+3)

Fatality

v, >, <, , 2 (Mid-Screen)

<, >, v, v (Mid-Screen)

Brutality

Kill the opponent with Throat Slice (<,>+3).

Kung Jin is a very good character that can utilize the style of keeping the opponent at a bay, or be aggressive at a medium distance - Kung Jin - Mortal Kombat X - Game Guide and Walkthrough

Kung Jin is a very good character that can utilize the style of keeping the opponent at a bay, or be aggressive at a medium distance. The long range of his moves, thanks to the weapon, varius types of projectiles and mobility make him a decent character.

Special moves

Air Dive Kick

V+4 (in mid-air)

A kick that Kung Jin can perform in the air, He simply dives towards the opponent with his leg out and hits the upper part of the body. This attack can be used to shorten the distance, or punish the opponent for using projectiles. If you launch the opponent into the air, you can use this move to deal a bit more damage. In its EX version, this move deals more damage and there is not much delay, against the opponent's block.

Straight Arrow

v,>+2

Kung Jin fires an arrow across the screen. As is the case with majority of projectiles, this one is launched high, so you can dodge it. The EX version of the move launches two arrows, where one of them travels mid, and the other high, so it needs to be blocked and cannot be dodged.

Up Arrow

v,<+2

Just like in the case of the above Straight Arrow, Kung Jin fires an arrow into the air, thanks to which he can knock the opponent off the air. In the EX version, he fires two arrows, instead of one. You can use this move to deal some damage in a combo, after the opponent has been launched into the air.

Lunge Kick

<,>+3

Kung Jin can use a kick to cross a certain length of the screen and land a kick. It is worth noting here that Kung Jin's weapon strikes before his kick so, there are two sources of damage here. The kick is high so, it is possible to dodge it, but the weapon strikes mid, for no apparent reason so, it needs to be blocked.. It is a useful move to end a combo wit, if the opponent is knocked too far away and you cannot reach them.

Cartwheel Drop

v,<+4

A kick with a cartwheel that strikes overhead, so it needs to be blocked. With appropriate timing, you can even dodge a low strike, this way. It is useful to end a combo with. The EX version of this move deals additional damage and you win several frames, if the opponent blocks it so, you can keep exerting pressure on them.

Character variants

Ancestral: Kung Jin can fire various types of arrows, depending on the loaded power of the quiver (you can tell this by the color of the quiver). Fire quiver makes the arrows deal more damage and cause a knock down , a stun quiver makes the arrows stun the opponent and the vampiric one decreases the opponent's meter, if the arrow connects.

Bojutsu: Kung Jin uses his weapon to deal damage, at a quite decent distance. You cn use the weapon to release a fireball that crosses the screen. Since the altitude of the fireball is, more or less, at the height of the opponent's head, it can be used as an anti-air attack.

Shaolin: In this variant, Kung Jin can use fast-hitting chakrams. Thanks to the new weapon, Jin received a number of new basic attacks. The push hits high, so it is easy to block, or simply dodge. Also, you can hurl chakrams at the opponent, while standing, or while dodging (they hit Mid, so it is necessary to block them). The EX version hits High, so it is possible to crouch to avoid damage.

Combos

Ancestral

Stun Quiver(v,<+1), <214, Straight Arrow(v,>+2), >>, J+1, Air Dive Kick(v4), <21, Lunge Kick(<,>+3)

Bojutsu

<214, EX version Bo Swing(v,<+3+B), J+1, Air Dive Kick(v+4), <21, Lunge Kick(<,>+3)

Shaolin

<214, EX version Chakram(<,>+1+B), J+1, Air Dive kick(v+4), <21, Up Kick(v,<+3)

Fatality

v, >, <, 2 (Close)

>, <, v, v, 1 (Mid-Screen)

Brutality

In the last round, you cannot take damage for, at least, 7 seconds and afterwards, at a medium distance, use Straight Arrow (v,>+2).

A character of very high mobility and capable of keeping the opponent at a bay - Kung Lao - Mortal Kombat X - Game Guide and Walkthrough

A character of very high mobility and capable of keeping the opponent at a bay. Thanks to unique combos of this character, the opponent will have a hard nut to crack, when it comes to blocking the hail of attacks. Kung Lao uses his standard attribute for fighting, i.e. his circular-saw hat.

Special moves

Spin

v,>+1

Kung Lao spins and launches the opponent into the air. This move is very quick and it is perfect during combo. The EX version is much faster.

Dive Kick

J, v+4

Kung Lao jumps and dives at the opponent with a kick. A quick attack that attacks Mid. The EX version deals higher damage.

Teleport

v,Up

Kung Lao can teleport behind the opponent's back. Depending on which button you press after the teleport, Kung Lao uses a different attack. You can, for example, perform teleport throw (v,U+1) or drop kick (v,U+4).

Character variants

Tempest: The EX version of the Spin has capture state - it seizes the opponent and launches them into the air. The regular version of the spin can be controlled, so while spinning, you can move around the arena. Apart from the regular hat throw, Kung Lao can make it orbit around him and it then deals damage to the opponent, if they come too close. If the opponent manages to block that, the hat drops down and, for a short moment, you fight without it. This is not to advantageous, considering the fact that, when the hat is spinning around you, you cannot use it in any other way, so you cannot keep the opponent away, with hat throws. An alternative use for the orbiting hat is to teleport behind the opponent's back.

Buzz Saw: Kung Lao can now throw his hat at the opponent's legs (low). After it connects, the hat returns to your character immediately. In the EX version, the hat can be stopped in a spot or sent forward. This move harmonizes well with combos Kung Lao also gains access a an interesting 2-hit, overhead combo, which can be combined with the abovementioned low hat. Also, Kung Lao has an anti air move, in which he sends his hat up. In the EX version, the hat first goes up and then drops down.

Hat Trick: Kun Lao can now send his hat into a specific spot, e.g. behind the opponent's back, where he can stop it. At the right moment, you can get it back to you and the hat deals damage to the opponent.

Combos

Buzz Saw

<321, EX version Hat Grinder(v,>+2+B), Run, <32, Spin(v,>+1), J+Dive kick (J,v+4), 21

Tempest

<321, EX version Hat Spin(v,>+1+B), J+1, Hat Spin(v,>+1), JU/F+1, Divekick(J,v+4), <32, Hat Toss(<,>+2)

Hat Trick

<321, EX version Hat Throw(<,>+2+B), Run, <32, Spin(v,>+1), Divekick(J,v+4), 21

Fatality

v, <, v, >, 4 (Close)

v, >, v, <, 1 (Close)

Brutality

Kill the opponent with a regular throw, but you need to spam any punch button, for 15 times, during the animation.

One of the best-known characters in the Mortal Kombat franchise - Liu Kang - Mortal Kombat X - Game Guide and Walkthrough

One of the best-known characters in the Mortal Kombat franchise. This time, he can still use very fast attacks. This character is very agile and it is difficult to defend while fighting him. The majority of his moves are safe, if they encounter a block, which makes it difficult to counter him.

Special moves

Bicycle Kick

>,<,>+4

Liu Kang can kick the opponent while in the air. This move is a good finisher for a combo and, apart from that, it knocks the opponent to the ground. The EX version deals higher damage.

Flying Dragon Kick

<,>+2

Probably the most recognizable of Liu Kang's moves. He dashes forward, in the air, with his leg extended towards the opponent. It does well at the end of combos and adds a bit of damage. This move is very quick and in the EX version Liu Kang, the range of this attack is even longer.

Dragon's Roar

V,<+2

A safe punch with quite a range. It is a nice move to send the opponent into the corner of the screen, after which you can start exerting some more pressure. The EX version cannot be interrupted, thanks to which the opponent can encounter a knockdown.

Character variants

Flame Fist: Liu Kang can throw quite fast fireballs. They can be used both above the ground (high, low), and in the air. The ones traveling low can be deceiving and they need to be blocked in crouch. What is even more, Liu Kang can land a combination of very fast mid blows, which can be used in a combo. The EX version of this move adds one extra blow that knocks the opponent away. Liu Kang can also activate his flaming fists, which deals additional damage.

Dragon's Fire: Liu Kang receives a mid fireball! It needs to be avoided, because it is impossible to crouch to dodge the projectile. The EX version fires 3 fast fireballs. In the Dragon's Fire variant, instead of the fast punches, Liu Kang uses fast kicks in the air. The EX version adds an extra kick, which results in the ground bounce effect.

Dualist: Liu Kang comes in two versions, in this variant. A Light and a Dark one. In the former case, Liu Kang hurls fast fireballs. Also, he can heal himself, using an aura of light. As for the latter version, Liu Kang can send an orb of dark energy, towards the opponent, which does not do damage, if you do not stop it at the right moment. The orbs cannot be detonated remotely and you need to wait for them to explode. However, they can be stacked and, e.g. stop one of them behind the opponent's back, and the other in front of them, which traps them. Instead of healing, Liu Kang can now charge himself with dark energy, thanks to which he deals more damage. After the charging, the energy orbs explode much faster.

Combos

>4,4, Bicycle Kick(>,<,>+4)

113, >+4,4, Bicycle Kick(>,<,>+4)

Dragon Fire

113, <12, <12, Double Dragon Kick(<,>+2)

Flame Fist

113, U4, Run, >213, Flying Dragon Kick(<,>+2)

Fatality

v, v, >, > (Close)

<, >, v, U (Close)

Brutality

During the fight, you need to use, at least, 3 interactive elements of the surroundings, after which you need to kill the opponent with a mid-air fireball (<,>+1).

A cult character of the Mortal Kombat franchise - Raiden - Mortal Kombat X - Game Guide and Walkthrough

A cult character of the Mortal Kombat franchise. This game is, nearly, unimaginable without God Raiden. This character comes packing everything he should, i.e. he can throw lightning and hed-butt across the entire arena.

Special moves

Electric Fly

<,>+3

This one is Raiden's brand move that he has been using since the first installment. Raiden can cross the entire arena and hit the opponent. It is perfect for finishing a combo, because it can win some damage, even on the opponent that is dropping to the ground. Thanks to this move, you can also push the opponent towards the wall, where Raiden shows what he can do. The EX version travels a bit faster and it deals additional damage. Both of the moves can be used in mid-air and, unfortunately, in the event of the opponent's block, he is exposed to a counter.

Lightning

v,<+1

A standard lightning beam that you can send towards the opponent. If it connects, it stops them in mid-air, for a moment, thanks to which you will be able to start a combo, or electric fly. The regular version of this attack can be dodged, but the EX version needs to be blocked, because it travels Mid, and not High.

Vicinity Blast

v,<+2

The attack that can be used as an anti-air. Raiden forms beams of lightning above his head, which can deal damage to the dropping opponent, both above Raiden's head and on his sides so, the range of the attack is higher.

Electrocute

v,>+2

Raiden grabs the opponent and electrocutes them. It is a good move to be included in a combo, just like grabbing the opponent in mid-air. The EX version, additionally, launches the opponent into the air, thanks to which you can continue the juggle.

Rising Thunder

v,<+3

An Anti-air attack, which is perfect over a longer distance, so the opponent cannot feel safe even at a longer distance away from Raiden. The EX version additionally bounces the opponent off the ground, thanks to which you can proceed into a juggle.

Character variants

Thunder God: In this variant, the majority of Raiden's attacks can be ended in an electric discharge that deals quite a lot of damage. What is even more, after you hold down (2) the attack charges the Meter, against the opponent's block. It is possible to cancel this move and use Electric Fly, to start a combo. Raiden also received an excellent opener (<+2), a short combo that works well at the wall. However, if you miss, this exposes you to a counter, but it is worth trying.

Displacer: Raiden receives a teleporting ability. In the EX version, after you hold down the button, Raiden disappears for a moment and you can make him appear with an attack or a projectile. Raiden receives a follow up after the special move, after block is used. For example with the Electric Fly, you throw the opponent in the other direction and deal additional damage.

Master of Storms: In this variant, you need to mull over possible approaches. Raiden can deploy levitating energy beams, around the arena, which are then linked to each other and deal damage to the opponent. Thanks to this, you can form a barrier that cannot be crossed by the opponent without taking damage.

Combos

2,1,3, Run Cancel, 213, Run Cancel, 11, Electric Fly(<,>+3)

3,4, Run Cancel, 213, Electric Fly(<,>+3)

Thunder God

>24 , EX version Rising Thunder(v,<+3+B), >24, Electric Fly(<,>+3)

(In the corner) <2, <2, <14, EX version Electocute(v,>+2+B), <13, EX version Rising Thunder(v,<+3+B), <14, Electocute(v,>+2)

Displacer

>24, EX version Teleport(v,U+B), 213, Run, 213, Run, 11, Electocute (v,>+2)

Fatality

>,<,>+1(Close)

v,>,<,>+4 (Full Screen)

Brutality<br><br>Kill the opponent with Electrocute (v,>+2) and press 2, for three times, during the animation.

Cassie Cage is a swift character with lots of combos that she, usually, ends with the popular ding dong, i - Cassie Cage - Mortal Kombat X - Game Guide and Walkthrough

Cassie Cage is a swift character with lots of combos that she, usually, ends with the popular "ding dong", i.e. the crotch punch, which makes her safe and does not expose her to a counter. She is capable of excellent transitions from High to Mid strikes and she provides you with many options to launch the opponent into the air. Unfortunately, playing as this character requires lots of experience.

Special Moves

Single Shot

<,>+1

Cassie fires her pistol once. The bullet crosses the arena and hits High, i.e. it can be blocked, or you can crouch to avoid taking damage. In the EX version she shoots a number of bullets.

Glow Kick

<,>+4

Cassie performs a vertical kicks and drops to the ground. This move is usually used as an anti-air or for adding some damage to a juggle. In the EX version, you receive one strike more, which drives the opponent into the ground.

Getaway Flip

<,v+2

A quick flip backwards with a blow that can be used during a combo. Unfortunately, it is not too safe a move, because the opponent can block it and dash afterwards, to get close to Cassie. In the EX version, it cannot be interrupted.

Character variants

Hollywood: Cassie can use her pistol to keep the opponent away (High). Backflip that launches the opponent into the air. Cassie can land very quick blows and also immobilize the opponent for a bit longer, with the crotch punch- not too fair a trick, but it works.

Brawler: Cassie in this version presents the street fighting style. The interesting thing is that she can use a grab, which can provoke the opponent, by using a jumping kick, followed immediately by the grab (just like in the case of Sonya).

Spec Ops: Cassie is wearing a microphone that she can use to call for help, and the support will, e.g. drop a bomb (low and launches the opponent into the air) or will track the opponent and deal overhead damage!

Combos

Brawler

242, <12, Getaway Flip(v,<+2), Run, <12, Takedown(<,>+3)

Hollywood

21, U+4, <12, Getaway Flip(v,<+2), <12, Nut Kracker (<,v+3)

Fatality

>, v, <, >, 1 (Mid-Screen)

v, >, v, <, 4 (Close)

Brutality

You need to have more than 50% of health. Kill the opponent in a single shot (<, >+1) over a medium distance.

Johnny is another returning Mortal Kombat character - Johnny Cage - Mortal Kombat X - Game Guide and Walkthrough

Johnny is another returning Mortal Kombat character. His brand move, Shadow Kick, also made its way into this installment of the game. Apart from that, Johnny is a very good character with interesting combos that can vex the opponent.

Special moves

Fireball (Low/High)

v,>+2 (niski)

v,<+2 (High)

Johnny can throw high and low fireballs. Both of them fly over an arch so you usually use the low one, while fighting on the ground, whereas the high one to knock the opponent off the air. Note that due to the fireballs' trajectory, the projectiles can miss the opponent, if they are standing too close.

Nut Punch

<,v+3

Probably the most powerful finisher for combos. In the EX version, it additionally launches the opponent into the air, thanks to which you can start a juggle. Unfortunately, this move is very easy to counter, after a block so, before you use it, make sure that the previous blow has connected.

Shadow Kick

<,>+4

Johnny's classic move everybody knows. While performing this move, Johnny crosses the entire screen and in the EX version, even across the entire arena. The regular version of this move is not safe against the opponent's block, but the EX version is. While finishing a combo, you can use Shadow Kick to throw the opponent towards the wall.

Character variants

Fisticuffs: Johnny uses brass knuckles and he can attack the opponent with series of punches. Additionally, you can charge the knuckles, after which they deal 50% more damage against the opponent's block. Apart from that, he receives an additional Kick, i.e. a somersault kick that knocks the opponent back. It is a nice anti-air move.

Stun Double: Johnny can now only use the mid fireball. He receives an additional jump attack. In the EX version, it additionally drives the opponent into the ground. The most important change in this version is the option to activate Mimic, where you receive 2 additionally shadows that you can send towards the opponent, with a special move, while remaining safe yourself.

A-List: apart from the additional punches, Johnny can now charge his attack, e.g. charged kick or shadow kick. A very interesting thing is that in this version, if you have more than 5% of your health, Johnny's moves have a red aura and they deal more damage.

Combos

Fisticuffs

>4, >3, EX version Nut Punch(<,v+3), >24, Flipkick(v,<+4)

Stun Double

Activate Mimic(v,<+4), >24, v1, >3, Rising Shadow(v,<+1), Run, >3, Rising Shadow(v,<+1), Run, >3, Shadow Kick(<,>+4)

Fatality<br><br><, >, <, >, 1(Close)

>, <, >, <, >, > (Mid-Screen)

Brutality

Hit the opponent with Nut Punch, at least, time (<,v+3), in the course of the match, and finish him off with Nut Cracker (<,v+3+B).

Ermac accumulates the souls of the dead, which is why he speaks of himself in plural - Ermac - Mortal Kombat X - Game Guide and Walkthrough

Ermac accumulates the souls of the dead, which is why he speaks of himself in plural. It is a very slow character that focuses on keeping the opponent at a range, holding his ground and countering their special attacks. The teleport makes up, a bit, for his lack of mobility.

Special moves

Soul Burst

v,<+2

A short-range projectile. You can fire it both forward and up into the air, thanks to which it is a good anti-air attack. Also, it can be used in mid-air. In the EX version, it cannot be interrupted and, apart from that, it knocks the opponent far away of Ermac. If you jump, you can also use this attack as an overhead, but you need to fire it right before you land.

Force Lift

v,<+1

Probably Ermac's best move. He lifts the opponent with the power of his will and holds them in the air, thanks to which he can start a juggle. It is perfect for keeping the opponent at a distance.

Teleport

v,<+4

Ermac can now teleport to the other side of the screen, behind the opponent's back and land an attack. In the EX version, he additionally launches the opponent into the air, thanks to which you can start a juggle.

Hover

v,v,Up

Thanks to this move, Ermac can levitate. In this position, you can use your special attacks and additionally,- ground slam, which attacks the opponent's legs. Thanks to this move, you can dodge projectiles and slides.

Character variants

Mystic: Increased combat capabilities. Ermac can use his power to push the opponent away (it hits Mid and can be blocked). You can use this move to push the opponent, even if they are in mid- air. The condition is that you manage to catch their feet with the skill. After using his power, Ermac can also catch the opponent at a distance, turn them upside down and hold them in the capture state, for a moment, thanks to which you will have it easier with starting a combo. What is even more, he can flat himself and attack in mid-air (with a low blow). Another Ermac's attack is teleporting with a strike.

Master of Souls: In this variant, Ermac can throw a spirit projectile - Down, back + 3. Around Ermac, there appear three glowing spirits and, if you use them against the opponent, they disappear, but they entangle the opponent, thanks to which he will remain motionless. It is worth noting here that this attack can re-stand the opponent . Also, you can throw projectiles in mid-air. Ermac can also disappear from the opponent's sight, for a moment. In this state, he does not take any damage, because he is, simply, not there. The opponent can easily cross the spot, in which he disappeared, fire projectiles and hit. Until Ermac reappears, nothing happens. Also, you can disappear in mid-air.

Spectral: The greatest difference, when compared to the rest of the variants of this character is that as Spectral Ermac, you can fly. What is more, in mid flight, you can execute your attacks. The most mobile version of this character. Additionally, he can fly a la Superman, i.e. he charges across the entire arena, with his fist extended. What is interesting, in this variant, you can fire no projectiles.

Combos

Mystic

>4, Tele Hang(v,<+1), J+1, JU/F+1, <12, Tele Choke(<,>+2)

Master of Souls

Teleport(v,<+4), v1, Soul Ball(<,>+2), JU/F1, >21, v2, <12, 22, Force lift(v,<+1)

Fatality

Hold down Block, v, U, <, release Block (Mid-Screen)

Hold down Block, >, v, v, U, release Block (Mid-Screen)

Brutality<br>Perform 10 special abilities, during the entire match and kill the opponent with Air Force Port (v,<+4+B)

Although he is blind, thanks to his receptive senses, Kenshi, does well in the arena - Kenshi - Mortal Kombat X - Game Guide and Walkthrough

Although he is blind, thanks to his receptive senses, Kenshi, does well in the arena. With the help from his spiritual friends and the irreplaceable katana, he can square off against any opponent.

Special moves

Blade Reflect

v,<+2

Kenshi can deflect projectiles with his sword.

Character variants

Balanced: In this variant, Kenshi can use the help from a spiritual ally, whose range of attacks is much longer, than the character's himself. The spirit can attack ahead, by landing a high/mid strike, or a chain of strikes, over three different distances (overhead). Thanks to the spirits, Kenshi can zone the opponent. If used with the EX version, it always heads towards the opponent.

Possessed: A style similar to the Balanced version, with the exception that Kenshi summons a fire demon and his attacks change. When the demon is dropping from above, he lands a low strike, instead of overhead! Still, he can execute one, but at a short distance. Also, you can summon a demon with a scythe, who lands a quick combo of 3 strikes + the option to bring the opponent closer to your character (EX version). Kenshi has an additional move - a short teleport into the air, followed by a drop with an overhead strike.

Kenjutsu: In this variant, Kenshi is all on his own and he gets additional attacks with the sword. Also, he can use a Star-Wars-like power - a distance grab and throwing the opponent all around the arena.

Combos

Possessed

<32, EX version Demon Slam(v,<+4+B), J1, >32, Sickle Lift(v,<+1)

Kenjutsu

EX version Teleslam(v,<+4+B), JU/F1, 44, <32, Rising Sword(v,<+1)

Balanced

114, Rising Karma(v,<+1), Run, >32, Tele-Flurry(<,>+3)

Fatality

<, >, <, < (Full Screen)

>, v, <, U (Mid-Screen)

Brutality

Win the first round of the match with a throw and perform a throw in the last round, as a finishing move.

Jacqui can pack a punch so, there is something that she takes after her father, Jax - Jacqui Briggs - Mortal Kombat X - Game Guide and Walkthrough

Jacqui can pack a punch so, there is something that she takes after her father, Jax. This character is highly mobile and has immense capabilities of fighting both over long distance, as well as at close quarters. Playing as Jacquie predominantly means exerting constant pressure on the opponent and minding any counters, if any of your special moves is blocked.

Special moves

Air Ground Smash

v,v+4 (in mid-air)

Very similar to Jax's attack. You can use it only in mid-air. Jacqui hits Low, so you need to block it while crouching.

Forces Rush

<,>+1

Jacqui dashes forward and attacks High. If you come up against a block, you can be severely punished/ Since this is a High attack, you can crouch to avoid taking damage. This move is excellent as a combo finisher.

Bionic Dash

<,>+2

Dash, which can win you quite a distance. If you reach the target, Jacquie launches the opponent into the air, thanks to which you can perform an additional attack, before the opponent drops. It harmonizes well with Forces Rush.

Gauntlet Strike

<,>+4

A combo of punches. Quick and effective, if you are certain that it will not be blocked. An alternative for bionic dash, or forces rush, as a combo finisher.

Tech Shield

v,<+1

A shield that absorbs projectiles thrown at you. In the EX version, it additionally deflects projectiles back, towards the opponent. A good way of avoiding some damage.

Character variants

Shotgun: Jacqui can use her gauntlets for firing spraying projectiles, in various directions. They can cause the restand effect, if the opponent is dropping to the ground (it then stands them up again) - which is strange.

Full auto: a good dash - it extends the distance to the opponent. Zoning. Jacqui can use her weapons during the fight: rocket launcher (mid, low) or a fast-paced cannon (high). Also, she has a shield that she can use to absorb the opponent's projectiles and damage from them. What is even more, the EX version deflects the projectiles back to the opponent.

High Tech: Jacqui uses the potential of her gauntlets. Once you activate them, you will deal more damage. The gauntlets' power can be stacked twice. She can also shock the opponent with electricity, if he comes too close and deal quite a damage in one attack (14% mid).

Combos

<+2,<,>+3

Full Auto

EX version Up Rocket(v,<+2+B), Run, 23, Gauntlet Strike(<,>+4)

Shotgun

>12, 24, Run, 121, Low Blow(v,<+2), Run, 33, Gauntlet Strike(<,>+4)

Fatality

>, <, >, <, 2 (Close)

>, v, <, 4 (Close)

Brutality

Kill the opponent with Bionic Blast (<,>+2+B) and press > twice, during the animation.

Jax is back again in MK and he is just as lethal - Jax - Mortal Kombat X - Game Guide and Walkthrough

Jax is back again in MK and he is just as lethal! He perfectly combines low and high strikes, which makes it difficult to block him. In the heavy weapons version, he can keep the opponent at a distance.

Special moves

Ground Pound

v,v+4

Jax's classic move. He punches the ground and sends out a seismic wave. The slam itself cannot blocked, so you need to jump to avoid damage. You can control this move by holding down -> or <- to send the wave into either of the corners of the arena. It is a good idea to use this attack when the opponent is about to throw a projectile. The wave reaches them before they can throw the projectile and you can either block or dodge from the projectile itself. In the EX version it tracks the current situation of the opponent.

Dash Punch

<,>+2

Another signature move. Jax can shoot his fist across the entire screen. It hits high, so it is possible to either dodge or block it. As for crouching opponent, you can use the low fist (<,>+2,v), which hits the opponent, if it is not blocked. The lower version of this attack is especially effective at the wall, for starting a juggle.

Major Pain

<,>+4

An anti air knee attack, which is perfect against a jumping opponent. In the EX version it is enhanced with a punch that knocks the opponent away.

Gotcha Grab

v,<+1

A useful grab that can be combined with a mid/low/overhead strike. The attack, in itself, hits high, so it is a good idea to provoke the opponent to block (v+3) which can be cancelled on grab down (<+1). In the EX version (enhanced) it is extended and deals more damage.

Character variants

Heavy Weapons: as the name suggests, Jax uses heavy artillery. During the fight, he can use, e.g. a rocket launcher that has a quite long animation, but the projectiles are fast and they connect mid. It is worth noting here that Jax can aim the projectile - across or up. Also, Jax can produce an Uzi (high) which can be dodged, so it does not need to be blocked. Also, he can cause a seismic wave, by slamming the ground (over distance, cannot be blocked from below)

Pumped Up: In Pumped Up, Jax gains an interesting grab. He grabs the opponent by the head and you get to decide what to do with them next: punch the head, the stomach or throw away. It resembles an interactive throw. What is even more, Jax cause seismic waves across the ENTIRE arena and not only in one spot - unblockable). Also, he can shoot a laser beam.

Wrestler: Jax can perform throws that can be combined - chain grab. Also, he can grab the opponent in mid-air.

Combos

Pumped Up

3,<+2, Run, 11, >21, Gotcha Grab(v,<+1)

Heavy Weapons

(In the corner) 124, EX version Dash Punch(<,>+2+B,v), 11, LA W Rocket(v,<+2)

Wrestler

3<2, >21, 11, Quad Grab Towards(v,<,>+1,2)

Fatality

>, <, v, 2 (Close)

v, <, >, > (Close)

Brutality<br><br>Kill the crouching opponent with <,>+2,v.

Reptile is a tricky character and this is how he should be played, i - Reptile - Mortal Kombat X - Game Guide and Walkthrough

Reptile is a tricky character and this is how he should be played, i.e. you should try to outwit the opponent. Reptile has several interesting attacks in his repertoire and, what is even more, they are really quick. Acid orbs, which you can leave all around the arena, can thwart the opponent's plans a little.

Special moves

Forceball (slow/fast)

v,>+3 (fast)

v,<+3 (slow)

The balls thrown by Reptile can be put to multiple use, especially that you can stop them in any spot you want and plan on your actions that take them into consideration. If the ball hits the opponent, it launches them into the air, thanks to which you can start a juggle. Light orbs are perfect for controlling the opponent.

Slide

<,>+4

Inarguably, it is the fastest one in the game. What is even more, you can use it to slide under the opponent's projectiles. It is excellent as a combo finisher. In the EX version, it is safer on the block.

Acid Spit

v,>+1

A traditional High projectile, so you can crouch under it. It is quite fast, but it is useful only at a longer distance, because at the shorter ones, it will expose you to the opponent's counter. The EX version, instead of a projectile, forms a pool of acid, which deals damage over time, if the opponent is within its reach. The pool is perfect as a combo finisher, when the opponent is on the ground, or during the fight, near the wall.

Klaw Pounce

v,<+4

A quick hop forward with a jab. Thanks to this move, you can hop over the opponent's slide. In the EX version, it additionally bounces the opponent off the ground, thanks to which you can start a juggle

v,<+2

The regular version of this move knocks the opponent down, but the EX version launches them into the air, thanks to which you can start a juggle. Not too safe a move, but it is worth using, if only you are sure that it will reach the target.

Character variants

Deceptive: Reptile can become invisible. Not completely, because what the opponent sees is the distorted image, so it is easy to figure things out. But, if Reptile is hit, he takes no damage from the first strike, but becomes visible again. However, Reptile can become COMPLETELY invisible (you need to hold down X) and can land a number of of sqift blows, so you need to be careful. Just like in the case of the first case of invisibility, Reptile takes no damage from the first strike. In the EX version, the moment of becoming invisible cannot be interrupted.

Nimble: In this version, Reptile has only one new skill. He makes the screen glow green and the opponent moves much slower. This can be deactivated with a single blow to Reptile. The upside of this effect is that you can use slide and use it in a combo, up until the effect wears off.

Noxious: The toxic version. Reptile gives off poison gasses that deal damage to the opponent. Th green poisonous aura holds for the whole time, but it can additionally be enhanced, thanks to which it deals more damage. In the EX version, It can deprive the opponent of, as much as, of 1% every moment!

Combos

Noxious

<2, >21, EX version Klaw Pounce(v,<+2+B), >21, Reptilian Dash(<,>+2)

Deceptive

<2, >21, EX version Klaw Pounce(v,<+2+B), >21, Reptilian Dash(<,>+2)

Fatality

v, >, v, >, 4 (Close)

V, v, <, >, 1 (Close)

Brutality

Use Acid Spit (v,>+1) to deal, at least, 30% damage to the opponent, during the entire game. Finish them off with the same move.

This character has an excellent capture state, and a good damage - Quan Chi - Mortal Kombat X - Game Guide and Walkthrough

This character has an excellent capture state, and a good damage. Also, he can holds the opponent at a distance. Unfortunately, the Warlock variant seems to be very poor. Still Sorcerer and Summoner are excellont!

Special moves

Skull

v,<+2

Quan Chi throws a spectral skull towards the opponent, which operates just like a regular projectile. The regular version hits High, so you can crouch to avoid taking damage. In the EX version, it is much bigger and it needs to be blocked. Also, the skull can be thrown in mod-air.

<br>Trance

<,>+3

Quan Chi grabs the opponent over a distance and drags them towards himself, thanks to which the opponent cannot move and you can start a combo. In the EX version, the range of the attack is much longer.

Sky Drop

v,<+4

Quan Chi teleports up, drops on the opponent and kicks them with his big shoe. What is attack, so you can surprise the opponent. If you fail to, you are sure to be punished.

Ground Burst

v,<+1

Quan Chi throws a beam of energy that can be shot over three different distances. The regular one reaches, more or less, the center of the arena. After you press >, the beam will reach the edge of the screen and, when you hold down <, it hits exactly the spot that Quan Chi is standing in. In the EX version, it is two hits, where the second one launches the opponent into the air.

Character variants

Sorcerer: In this variant, Quan Chi can use dark magic. He creates a ring around himself, which alters the functions of his special skills, i.e. stealing the opponent's Meter. Quan Chi can also curse the opponent, which forms a red aura around them. Due to this, they will be taking more cheap damage. Quan Chi can also use one more curse, which provides him with armor.

Warlock: Quan Chi can open portals, through which he lands his strikes. He can stand far away from the opponent and still reach them with a kick from a portal. Also, he can grab the opponent at a distance and throws them on the ground.

Summoner: As the name suggests, Quan Chi can summon a bat. It has multiple functions - it can attack with a fireball, bite, use a mid, low hit, or act as an anti-air attack. If you take damage, while controlling the bat, you will have to summon it again.

Combos

Summoner

<32, Trance(<,>+3), <32, Ground Burst(v,<+1)

Warlock

<324, 14, Trance(<,>+3), >14, EX version Portal Grab(<,>+2+B)

Fatality

>, <, >, <, 4 (Full Screen)

v, >, <, >, 2 (Close)

Brutality

Kill the opponent with Sky Crush (v,<+4+B) and press v three times, before the last strike of the animation.

Shinnok is difficult to play as, because to a large extent, he uses the EX meter, instead of regular special moves - Shinnok - Mortal Kombat X - Game Guide and Walkthrough

Shinnok is difficult to play as, because to a large extent, he uses the EX meter, instead of regular special moves. Depending on the variant, he can keep the opponent at bay, or fight at a medium distance, using a weapon (as the Bone Shaper his attacks gain quite a range).

Special moves

Charging Shoulder

<,>+3

Shinnok charges at the opponent and knocks them back. The range of this attack is quite long, thanks to which you can surprise the opponent. Also, the charge works well as the finisher of combos. In the EX version, it deals higher damage.

Hell Sparks

v,<+2

Shinnok releases a chain of 3 projectiles that travel from the ground up. Each successive one reaches higher and when combined, they cover the entire screen. While doing this, you can press Block to use up one bar of EX, thanks to which you launch the opponent into the air. In the EX version, when active from the very beginning, it is faster and it deals more damage.

Amulet Strike

<,>+1

A move that does not have too great a range, in its regular form, but it can absorb the opponent's projectile. The amulet can absorb only a single projectile. In the EX version, the range of the amulet is longer, but it keep absorbing one projectile only.

Character variants

Impostor: Shinnok can steal a move of the opponent, thanks to which he can perform it once (it is always the same move). Shinnok can also use the teleport (only in air) which you can use for various attacks.

Bone Shaper: Shinnok uses the bone weapon, thanks to which the range of his attacks is extended. It is perfect over medium distance. With the weapon, he can also perform an unblockable attack, which knocks the opponent off balance. Shinnok also gains a single Mid projectile, so it cannot be crouched under.

Necromancer: Shinnok can summon a bone palm and attack the opponent at a distance. This skil is perfect for controlling the air. With this move, you can push the opponent away, grab them or squash them into the ground (the palm drops from above and it is an unblockable).

Combos

Impostor

112, Hell Sparks(v,<+2+B na ostatnim fireballu), >>, 11, Hell Sparks(v,<+2)

Bone Shaper

>22, EX version Sceptor Slam(v,>+2+B), J1, >22, Sceptor Slam(<,>+2)

Fatality

v, <, >, v, U (Mid-Screen)

Trzymaj Blok, v, U, v, U, release, press Block (Mid-Screen)

Brutality

Kill the opponent with the amulet (<,>+1), while holding down 1.

He may seem defensive, due to his stature and slow moves, but he has huge boosts to damage (especially in the Blood God version) which makes his moves really painful - Kotal Kahn - Mortal Kombat X - Game Guide and Walkthrough

He may seem defensive, due to his stature and slow moves, but he has huge boosts to damage (especially in the Blood God version) which makes his moves really painful. As the War God he additionally wields a weapon with a very long distance!

Special moves

Blood Offering

>,v,<+4

As the name suggests, Kotal Kahn offers his own blood to receive a decent buff to damage. This costs 10% of your health and buffs first 3 attacks that you perform afterwards.

Sunstone

v,>+3

A projectile that can be fired at the opponent. The projectile is slow, but it hits Mid so, it needs to be blocked and not dodged. You can fire the projectile, while under Blood Offering which increases damage dealt by it.

God Ray

v,>+4

Kotal Kahn forms a beam of light, on the ground. If he is standing within its reach, he restores 10% of his health. On the other hand, if the opponent remains within the reach, they lose 10% of theirs. The beam can be cast straight into the opponent. The ray is a good thing to use to finish a combo with, if the opponent dropped on the ground, because it can be thrown directly into them. In the EX version, the beam doubles the amount of restored/ depleted health.

Air Takedown

v,>+1

Kotal Kahn can throw the opponent in mid-air. It is perfect for finishing combination with. In the EX version, it additionally bounces the opponent off the ground, thanks to which you can continue your attack.

Mace Parry

v,>+2

With this move, Kotal Kahn can stop on-the-ground physical attacks. This does not act against projectiles, or moves with an additional effect to them. The EX version can be used faster and its duration is longer, as a result of which the opponent may delay their attack.

Character variants

Blood God: In this version Kotal Kahn can summon totems. It does not matter where they are deployed, because they act globally. One increases damage dealt, the second one reduces it and the third one restores health . to your character, while you are dealing damage to the opponent. The interesting thing is that health is restored a short moment after the combo ends, but if you take any damage in the course of that, you receive nothing. What is more, Kotal Kahn can also use Parry. If you block the opponent's strike, you deal more damage, for a moment. In the Blood God version, you can get quite a buff.

War God: Kotal Kahn can use a huge sword during the fight. He has a perfect overhead, which covers the entire arena, from the bottom up, which makes it impossible to jump over it. The EX version, additionally, bounces the opponent off the ground, thanks to which you can follow it up with a juggle. Kotal Kahn can also use his sword to sweep the opponent off their feet (Low) or perform an unblockable move (Overhead). Also, you can throw the sword.

Sun God: In this variant, you receive a command grab thanks to which you drain the opponent for some of their power and enhance the command grab for the next time you use it. You can stack this effect 3 times and use it in two ways. If you have used the meter while activating the buff, you receive back some health. If you have not, you charge the Super Meter.

Combos

War God

<14, EX version Overhead Sword Strike(v,<+1+B), >2, >1, <2, Saw Blade(v,>+2)

Sun God

>1<2, >1<2, <12, EX version Air Takedown(v,>+1+B), <12, Sun God Choke(v,<+2)

Fatality

v, <, >, 1 (Close)

>, <, >, <, 2 (Close)

Brutality

Stand within the distance of extended arms, of the opponent, and kill them using the Sun Beam (v,>+4) lub God Ray (v,>+4+B).

Mileena represents the style of an assassin and in combat, she uses the traditional Sai - Mileena - Mortal Kombat X - Game Guide and Walkthrough

Mileena represents the style of an assassin and in combat, she uses the traditional Sai. Thanks to the weapon, she can perform very fast moves. She is, as is the case with an assassin, very agile.

Special moves

Tele kick

v,v+3

Mileena opens up a portal on the ground, jumps in and drops onto the opponent, from above. In the EX version, she deals enhanced damage and launches the opponent into the air.

Ball roll

>,v+4

A move similar to Kano Ball. Mileena curls up and rolls into the legs of the opponent, which knocks them down. The EX version deals enhanced damage and adds several kicks.

Sai Blast

>,<+1

Mileena throws her weapon across the entire screen. In the EX version, this becomes two projectiles, instead of one.

Character variants

Piercing: Mileena can throw her daggers (High and Low). This can also be done in mid-air.

Ethereal: Mileena becomes an assassin and, for a moment, she can travel between dimensions, to avoid the opponent's move. While she is blurred, the opponent's strikes permeate her and she takes no damage - this requires appropriate timing. You can find out in which direction she is teleporting by the direction, in which she throws her daggers, What is more, thanks to Vanish, Mileena can disappear from sight completely.

Ravenous: In this version, Mileena gains access to throws that can be performed, even if the opponent is in their low position. The throws can be combined into chains. Also, Mileena has a Mid attack of this type. She then casts her legs around their head and performs a throw.

Combos

Piercing

>23, Ball Roll(<,v+4), <3, Tele-Kick(v,v+3), Air Sai Blast(<,>+1), <12, 13, v,v2

Ravenous

>344, Ball Roll(<,v+4), J1, <12, High Pounce(v,<+3)

Ethereal

>23, Ball Roll(<,v+4), J1, JU/F1, Sai Blast(<,>+1), Fade Towards(<,>+2)

Fatality

v, <, v, <, 3 (Close)

>, <, >, <, 2 (Close)

Brutality

Hit the opponent, at least, 5 times with Ball Roll (<,v+4) and kill them with the EX version of this move (<,v+4+B).

Sonya is back in Mortal Kombat, but in the rank of the lieutenant, this time - Sonya Blade - Mortal Kombat X - Game Guide and Walkthrough

Sonya is back in Mortal Kombat, but in the rank of the lieutenant, this time! After her training in special forces, she is excellent in melee and, additionally, she can use several gadgets that even James Bond would not be ashamed of. Sonya is as lethal as she is beautiful.

Special moves

Energy Ring

<,>+2

A standard projectile that can be fired at the opponent. It hits High so, it is possible to crouch to avoid damage. In the EX version, it is different in that the reach of the projectile is a bit bigger an d it cannot be dodged.

Air Drop

v+4 (in mid-air)

Sonya lands an aerial kick

Arc Kick

v,<+4

Jumping kick. Sonya jumps up into the air and drops down, over an arc. With this move, you can jump over the opponent's projectile. In the EX version, it deals a bit higher damage.

Leg Grab

<,>+4

A classic move! Sonya casts her legs over the shoulders of the opponent and throws them over.

Character variants

Covert Ops: Sonya can well combine her moves into combos that would seem impossible, e.g. Arc kick + aerial grab. She can shoot energy over range (Mid). Dash with a kick (mid). Sonya has the Military Stance, where she gains new combat skills and mid/low/overhead strikes. It should be noted here that, in the military stance you CANNOT move and you need to cancel it first. Sonya can also seize the attacks of the opponent with her garrote and throw them, but this requires perfect timing.

Demolition: In this version, Sonya can use all sorts of grenades. Each one has a specific effect, e.g. stun, flashbang etc. Sonya actually uses up her grenades, which can be observed on her thighs. Grenades need to be refilled, with down, down triangle. You can throw them over a long or a short distance, and you can detonate them, before they touch the ground. IT should be noted that one of the drone's projectiles is self-guided.

Combos

Covert Ops

<14, Miltary Stance(v,<+2), 4, >2, 121, Leg Grab(<,>+4)

Special Forces

<2, 213, Arc Kick(v,<+4)

Demolition

<14, EX version Stun Grenade(v,>+1), >2, Leg Grab(<,>+4)

Fatality

v, v, <, >+B (Close)

>, <, v, <, 2 (Mid-Screen)

Brutality

You need to have more than 50% health, land a combo of, at least, 5 moves that ends in a Leg Grab (<,>+4) and kills the opponent.

Takeda is a warrior trained by Scorpion, so some of his moves may seem familiar - Takeda - Mortal Kombat X - Game Guide and Walkthrough

Takeda is a warrior trained by Scorpion, so some of his moves may seem familiar. He can very well keep the opponent at a distance and has a repertoire of interesting moves, with his lightsabers (Ronin version)!

Special moves

Kunai

v,<+1

Takeda can throw Kunai onto the ground, which deals Low damage. Kunai can be thrown over 3 different distances. In the EX version, he sends 3 Kunais onto the ground, instead of one. It is perfect in combos, because the EX version additionally launches the opponent into the air.

Tornado Strike

<,>+4

With this move, you can jump over the projectile and deal damage to the opponent. The EX version drives the opponent into the ground, launches them into the air, thanks to which you can start a juggle.

Fist Flurry

<,>+2

Takeda lands a chain of quick punches. In the EX version, he deals more damage and the chain cannot be interrupted by the opponent. This can be used as a combo finisher.

Character variants

Shirai Ryu: He can now use projectiles. Drags the opponent like Scorpion (both on the ground and in the air). Teleports with a blow like Scorpion (can be used in mid-air). Takeda can also curl up and dash towards the opponent (overhead). (B21 xx EX version of Kunai, B2 xx teleport, F21 xx spear)

Lasher: It is more of zoning, because Takeda's blades extend to a very long distance. Down, diagonal, square (it is impossible to jump onto it or you bounce off) (low damage). House kick that knocks the opponent into the air and can be used as a combo opener (mid). Sweep over a long distance.

Ronin: Takeda has two lightsabers that he can use for quick attacks of long range. The jump into the air looks just like shoryuryp in street fighter (in the EX version, there are two jumps). Takeda can also throw a saber to the opponent's feet and either summon it back or perform an upward slash, which launches the opponent into the air. You need to remember that after you throw the weapon, you cannot perform saber moves, until it returns to your hand.

Combos

Shirai Ryu

>12, 2+4, Quick Phase(v,<+3), J1, 33, Spear Ryu(<,>+1)

<21, EX version Quick Phase(v,<+3+B), J1, 33, Spear Ryu(<,>+1)

Lasher

>12, 3+4, EX version Whip Assault(<,>+2+B), v2

Ronin

<112, >12, 2+4, Shirai Ryu Kan(v,>+1)

Fatality

V, >, v, <, 2 (Mid-Screen)

>, <, v, v, 1 (Mid-Screen)

Brutality

Kill the opponent with a regular throw and press any of the punches, 4 times, during the animation.

Mortal Kombat X PC minimum system requirements

  • CPU: Intel Core i7-3770 3.4 GHz/AMD FX-8350 4.0 GHz
  • RAM: 8GB
  • GPU: 2 GB GeForce GTX 660/3 GB Radeon HD 7950 or better
  • OS: 64-bit Windows 7 SP1 or Win 8.1.
  • HDD: 40 GB

Mortal Kombat X PC recommended system requirements

  • CPU: Intel Core i5-750 2.67 GHz/AMD Phenom II 965 3.4 GHz
  • RAM: 3GB
  • GPU: 1 GB GeForce GTX 460/Radeon HD 5850 or better
  • OS: 64-bit Windows 7 SP1 or Win 8.1.
  • HDD: 25 GB