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Moveset

Mortal Kombat 11

Basic Attacks

  • Straight Steel: 1.
  • Spike Swivel: Back + 1.
  • Knee Kapper: Down + 1.
  • Heavy Hand: 2.
  • Strong Armed: Back + 2.
  • Gut Buster: Forward + 2.
  • Rising Spike: Down + 2.
    • Krushing Blow: Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
  • Koncealed Weapon: 3.
  • Low Stab: Back + 3.
  • Bending Steel: Forward + 3.
  • Ankle Breaker: Down + 3.
  • Heavy Heel: 4.
  • Spray And Pray: Back + 4.
  • Kriminal Kick: Forward + 4.
  • Quick Spray: Down + 4.

Jumping Attacks

  • Riveting Blow: 1.
  • Heavy Swipe: 2.
  • Spike Drop: 3 or 4.

Hop Attacks

  • Cyborg Chop: Up, 1 or Up, 2.
  • Cyber Knee: Up, 3 or Up, 4.

Getup Attacks/Flawless Block Attacks

  • Omni Strike: Up + 2.
  • Lethal Stab: Up + 3.

Throws

  • Toward Throw: THROW + Forward or Forward + 1 + 3.
    • Krushing Blow: Triggers if opponent failed THROW ESCAPE on previous THROW.
  • Back Throw: THROW or 1 + 3.
    • Krushing Blow: Triggers if opponent failed THROW ESCAPE on previous THROW.

Roll Escapes

  • Getup Forward Roll: Forward + STANCE.
  • Getup Backward Roll: Back + STANCE.

Air Escape

  • (Air) Breakaway: Down + BLOCK.

Kombo Attacks

  • Officer Murphy's Law: 1, 2.
  • Don't Move Creep: 1, 2, 1.
  • Crime Prevention Unit 001: 1, 2, 3.
  • Heavy Hand Of The Law: Back + 1, 2.
  • Close Heavy Hand Of The Law: Back + 1, 2, Back.
  • Far Heavy Hand Of The Law: Back + 1, 2, Forward.
  • Stay Out Of Trouble: 2, 2.
  • Waste Makes Haste: 2, 2, 3.
  • Locked Down: Back + 2, 1.
  • I'd Buy That For A Dollar!: Forward + 2, 1, 2.
    • Krushing Blow: Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.
  • I'll Call You An Ambulance: Back + 3, 2.
  • Serve The Public Trust: Forward + 3, 2.
  • Protect The Innocent: Forward + 3, 2, 2.
  • Uphold The Law: Forward + 3, 2, 2, 1, 1, 1.
  • Directive Klassified: Forward + 4, 2.

Special Moves

  • Straight Auto-9: Back Forward 1.
    • Amplify: R1.
  • High Auto-9: Down Forward 1.
    • Amplify: R1.
  • Cobra Assault Cannon: Back Forward 1.
    • Krushing Blow: Triggers if this move KOUNTERS or PUNISHES a very close opponent.
    • Amplify: R1.
  • Riot Shield: Down Back 2.
    • Delay: Hold 2.
    • Amplify: R1.
      • Krushing Blow: Triggers after parrying a GETUP ATTACK or FLAWLESS BLOCK ATTACK.
  • Shoulder Crowd Control Cannon: Down Back 4.
    • Amplify: R1.
  • Close Shoulder Crowd Control Cannon: Down Back 4, Back.
    • Amplify: R1.
  • Far Shoulder Crowd Control Cannon: Down Back 4, Forward.
    • Amplify: R1.
  • Very Far Shoulder Crowd Control Cannon: Down Back 4, Up.
    • Amplify: R1.

Fatal Blow

  • ED-209: STANCE + BLOCK.

Finishers

Fatalities:

  • Dead Or Alive (Close): Back Forward Down Down 2.
  • Thank You For Your Cooperation (Mid): Forward Down Forward 1.
  • Stage Fatality (Close): Back Down Down 1.

Friendship:

  • Breakin' It Down (Mid): Back Down Forward Down 4.

Brutalities:

  • The Klassic: Down + 2.
  • Kase Klosed: Toward Throw.
  • Don't Kount On It Chum: Back Throw.
  • That One Time: Down Back 2.
  • You're Coming With Me: Down Back Forward 2. (Terminal Strip equipped)
  • Thank You For Not Smoking: Back Forward 1, R1.
  • Need To Comply: Back Forward 2. (Arm Crowd Control Cannon equipped)
  • Your Move, Creep: Back Forward 2.
  • Let's Step Outside: Back Forward 1. (Trick Shot equipped)
  • Air Kontrol: Back Forward 3. ((Air) OCP Charge 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.

  • Low Auto-9: Back Forward 1.
    • Krushing Blow: Triggers after dodging the opponent's HIGH PROJECTILE ATTACK.
    • Amplify: R1.
  • Trick Shot: Back Forward 1.
  • Active Patrol: Back Forward 1.
  • Reactive Patrol: Down Forward 1.
  • Terminal Strip: Down Back Forward 2.
    • Krushing Blow: Triggers if this move is a KOUNTER or PUNISH to a GETUP ROLL.
    • Amplify: R1.
      • Delay Hold: 2.
    • Away Amplify: R1, Hold Back.
      • Delay Hold: 2.
  • Cheval Trap: Down Back 4.
    • Amplify: R1.
  • Close Cheval Trap: Down Back 4, Back.
    • Amplify: R1.
  • Far Cheval Trap: Down Back 4, Forward.
    • Amplify: R1.
  • Very Cheval Trap: Down Back 4, Up.
    • Amplify: R1.
  • (Air) OCP Charge: Back Forward 3.
    • Krushing Blow: Triggers if this move is a KOUNTER or PUNISH to a grounded opponent from the MAXIMUM DISTANCE or BREAKS ARMOR.
  • Arm Crowd Control Cannon: Back Forward 1.
    • Amplify: R1.
  • Flamethrower: Back Forward 3.
    • Amplify: R1.
  • Electric Shield: Forward Down Back 3.
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