Mortal Kombat X
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Basic Attacks
- Quick Jab: 1.
- Light Kut: Back + 1.
- Sledge Fist: Forward + 1.
- Low Metal: Down + 1.
- Spec Hook: 2.
- Downward Hammer: Back + 2.
- Turnaround Punch: Forward + 2.
- Rising Steel: Down + 2.
- Side Boot: 3.
- Steel Toe: Back + 3.
- Roundhouse: Forward + 3.
- Downward Hammer: Back + 2.
- Toe Stomp: Back + 4.
- Low Heel: Down + 3.
- Fast Knee: 4.
- Helicopter: Back + 4.
- Hop Kick: Forward + 4.
- Downward Hammer: Back + 2.
- Toe Stomp: Back + 4.
- Deep Sweep: Down + 4.
- Stanky Leg: 4, Up + 4.
Jumping Attacks
- Jump Front Punch: 1.
- Jump Back Punch: 2.
- Jump Front Kick: 3.
- Jump Back Kick: 4.
Jump Up Attacks
- Jump Up Punch: 1 or 2.
- Jump Up Kick: 3 or 4.
Throws
- Throw (Towards): Forward + Throw.
- Enhance: Forward + Throw, 5.
- Throw (Away): Throw.
- Enhance: Throw, 5.
Kombo Attacks
- Quick Steel: 1, 1.
- Trained Killer: 1, 1, 4.
- Operative: 1, 2.
- Tank: 1, 2, 1.
- Bouncing Betty: 1, 2, 1, 2.
- Cranked: Back + 1, 2.
- Gunner: Back + 1, 4.
- Hawkeye: Back + 1, 4, 2.
- Red Team: Forward + 1, 2.
- The Trenches: Forward + 1, 2, 1.
- Back Shot: Forward + 1, 2, 2 + 4. (Shtogun)
- Danger Zone: 2, 1.
- Fully United: 2, 1, 2.
- Snake Eater: 2, 3.
- Artillery: 2, 3, 3.
- Buck Up: 2, 3, 3, 4.
- VTOL: Forward + 2, Up + 2.
- War Ship: Forward + 2, Up + 2, 2 + 4.
- Dog Tags: 3, 3.
- Jacqui's Justice: Back + 3, 3.
Special Moves
- Air Ground Smash: (Air) Down, Down, 4.
- Air Ground Tremor: (Air) Down, Down, 4 + 5.
- Air Fake Out: (Air) Down, Up, 4.
- Forces Rush: Back, Forward, 1.
- Forces Charge: Back, Forward, 1 + 5.
- Bionic Dash: Back, Forward, 2.
- Bionic Blast: Back, Forward, 2 + 5.
- Gauntlet Strike: Back, Forward, 4.
- Gauntlet Flurry: Back, Forward, 4 + 5.
- Tech Shield: Down, Back, 1.
- Advance Tech: Down, Back, 1 + 5.
- Single Barrel: Down, Forward, 2. (Shotgun)
- Double Barrel: Down, Forward, 2 + 5. (Shotgun)
- Low Blow: Down, Back, 2. (Shotgun)
- Low Blast: Down, Back, 2 + 5. (Shotgun)
- Hand Cannon: Down, Forward, 2. (Full Auto)
- Enhance: 5.
- Low Rocket: Down, Back, 3. (Full Auto)
- Rocket Crater: Down, Back, 3 + 5. (Full Auto)
- Delay: Hold 3.
- Up Rocket: Down, Back, 2. (Full Auto)
- Rocket Power: Down, Back, 2 + 5. (Full Auto)
- Gauntlet Spark: Down, Back, 2. (High Tech)
- Gauntlet Ignite: Down, Back, 2 + 5. (High Tech)
- Quick Burst: Down, Forward, 2. (High Tech)
- Charge Level 1: Hold 2.
- Charge Level 2: Hold 2.
- Cancel: Forward, Forward or Back, Back.
- Plasma Burst: Down, Forward, 2 + 5. (High Tech)
X-Ray
- Chest Kavity: Flip Stance + 5.
Finishing Moves
Fatalities:
- Blown Out (Close): Back, Forward, Back, Forward, 2.
- Fist Pump (Close): Forward, Down, Back, 4.
- Stage Fatality (Close): Down, Forward, Down, 4.
Brutalities:
- Mind Blown (Universal): Must press Forward three times during final hit of Bionic Blast.
- Gun Show (Universal): Hold 4 during final hit of Gauntlet Flurry.
- Shrapnel (Shotgun Variation): Use one level interaction, be at sweep distance, final hit must come from Low Blow or Low Blast.
- Heavy Artillery (Full-Auto Variation): Must land three Up Rockets during the match, final hit must be from Hand Cannon.
- Aftershock (High Tech Variation): Have Gauntlet Spark or Gauntlet Ignite active, final hit must be from Air Ground Smash or Air Ground Tremor.
- Root Kanal (Secret - Full Auto Variation): Must perform final hit at the end of a combo, final hit must come from Chest Kavity (X-Ray), must hold Down during final hit.
Mortal Kombat 11
Basic Attacks
- Quick Jab: 1.
- Leaping Bow: Back + 1.
- Gut Buster: Forward + 1.
- Straight Jab: Down + 1.
- Cyber Hook: 2.
- Spec Hop: Back + 2.
- Gauntlet Slam: Forward + 2.
- Rising Gauntlet: Down + 2.
- Krushing Blow: Triggers if this attack kounters or punishes a high attack.
- Side Kick: 3.
- Toe Jam: Back + 3.
- Step Kick: Forward + 3.
- Side Strike: Down + 3.
- Heel Strike: 4.
- Mix Up: Back + 4.
- Roundhouse: Forward + 4.
- Sliding Heel: Down + 4.
Jumping Attacks
- Elbow Drop: 1.
- Dirty Jab: 2.
- Spinning Heel: 3 or 4.
Hop Attacks
- Gauntlet Punch: Up, 1 or Up, 2.
- Brutal Heel: Up, 3 or Up, 4.
Getup Attacks/Flawless Block Attacks
- Cyber Heel: Up + 2.
- Quick Reflex: Up + 3.
Throws
- Toward Throw: THROW + Forward or Forward + 1 + 3.
- Back Throw: THROW or 1 + 3.
- Krushing Blow: Triggers if opponent is inside Tech-Dome bubble.
Roll Escapes
- Forward Roll Escape: Forward + STANCE.
- Away Roll Escape: Back + STANCE.
Air Escape
- (Air) Breakaway: Down + BLOCK.
Kombo Attacks
- Kranked: 1, 1.
- Ground Recon: 1, 1, 2.
- United We Fall: Forward + 1, 2.
- True Hero: 2, 2.
- Snake Eater: 2, 2, 4.
- Trained To Kill: Back + 2, 2.
- Energy Overdrive: Forward + 2, 2 Rapidly.
- Danger Zone: 3, 3.
- Krushing Blow: Triggers if this kombo attack is a kounter or punish.
- Hawkeye: Back + 3, 2.
- In The Trenches: Back + 3, 2, 4.
- Total Overload: Back + 3, 4.
- Going Ballistic: Forward + 3, 1.
- All For One: Forward + 3, 1, 4.
- Justice For All: Forward + 3, 1, 4, 1 + 3.
- Lost Dog Tags: 4, 4.
- Fallin Soldier: Forward + 4, 4.
Special Moves
- Shrapnel Blast: Down Back 1.
- Amplify: R1.
- Delay: Hold R1.
- (Air) Shrapnel Blast: Down Back 1.
- Up Shrapnel Blast: Down Forward 1.
- Amplify: R1.
- Delay: Hold R1.
- Bionic Dash: Back Forward 2.
- Krushing Blow: Triggers if this move hits at maximum range.
- Grease Kick: Down Back 4.
- Extend: Hold 4.
- Amplify: R1.
Fatal Blow
- WALL OF JUSTICE: STANCE + BLOCK.
Finishers
Fatalities:
- Spider Mines (Mid): Forward Back Forward 3.
- Nothin' But Neck (Mid): Back Forward Back 4.
- Stage Fatality (Close): Down Forward Down 2.
Friendship:
- Wibbly Wobbly Kronibop (Mid): Down Down Down Down 2.
Brutalities
- The Klassic: Down + 2.
- Next Level Shit: Back Forward 2.
- What Happened?: R1 during Throw Escape. (Robo Grappler equipped)
- Target Destroyed: Down Back 1.
- Leg Day: Down Forward 3, 4, 4, 4, 4. (Lethal Clinch equipped)
- Splatter: Down Forward 1. (Prototype Rocket equipped)
- Did It To Yourself: 3, 3.
- Damn It: Toward Throw.
- Hitting A Wall: Back Throw.
- Just Kickin' It: Down Back 4.
- Going Nowhere Fast: Down Back 3, R1. ((Air) Ground Pound equipped)
Variations/Abilities
Note each of these Special Moves must be equipped in the Kustomize Menu. Some moves will conflict with each other and cannot be equipped together.
- Cybernetic Override: Modifies Basic Attack and Kombo Attacks. Gain the ability to cancel a basic attack and several kombo attacks, returning to neutral.
- Enhanced Air Blast: Modifies (Air) Shrapnel Blast, (Air) Prototype Blast, and (Air) Grenade Launcher. These moves can now be Amplified, causing Jacqui to hover briefly.
- Prototype Rocket: Down Back 1.
- Amplify: R1.
- Delay: Hold R1.
- (Air) Prototype Rocket: Down Back 1.
- Up Prototype Rocket: Down Forward 1.
- Amplify: R1.
- Delay: Hold R1.
- Grenade Launcher: Down Back 1.
- Amplify: R1.
- Delay: Hold R1.
- (Air) Grenade Launcher: Down Back 1.
- Up Grenade Launcher: Down Forward 1.
- Amplify: R1.
- Delay: Hold R1.
- (Air) Dive Bomb: Down Forward 3.
- Tech-Dome: Down Down 3.
- Lethal Clinch: Down Forward 3.
- Spear Elbow Drop: 1
- Krushing Blow: Triggers if all other Clinch attacks have been performed in the match.
- Belly To Back Suplex: 2.
- Double Spear Knee: 3.
- Spear Knee: 4.
- Spear Elbow Drop: 1
- Hyper Knee: Back Forward 4.
- Krushing Blow: Triggers in a kombo of 8 or more hits.
- Amplify: R1.
- (Air) Ground Pound: Down Back 3.
- Amplify: R1.
- Bionic Bounce: Down Up.
- Close Bionic Bounce: Down Up Back.
- Far Bionic Bounce: Down Up Forward.
- Robo Grappler: Modifies Throw Escape. Attacks opponent when Amplifying throw escape.
- Krushing Blow: Triggers if Leg Break has been performed after Arm Break has been performed this match.